Chrono Crash

OpenBOR => Modules => In Progress => Topic started by: nedflandeurse on March 08, 2013, 12:26:09 PM

Title: World Arena project
Post by: nedflandeurse on March 08, 2013, 12:26:09 PM
I finally started a topic about my project, just like in Lavalit back in the days...

If you have suggestions for the system or anything else, feel free to give you advice.
I promise nothing, since I'm really really slow on coding. I'm more on the artistic (Sprite/sound) side. :P
First game project of my life I sprite faster than coding...

(http://img407.imageshack.us/img407/9167/worldarenaproject.jpg)

Initially, the project had to use Beat em up and wrestling mechanics, and mix it up in a succession of street stages and ring/arena stages.
But, I finally forget some features that would make me coding 24h/24h during 5 or 6 years... Sorry I can't. :-[

Basically this is how is working my system (*** = not yet implemented)
Block
Light attack (combo)
hard attack (combo)
various stand and air command moves (using light and hard)
Otg moves (one button for it)
dimensional attacks (Z axis)(up or down)
run attacks
run jump attacks
air combo system (up to 3 moves in air)
taunt button (variations) give power by the crowd
back attack (taunt button without direction)

Various special moves...

-grab moves from "grab start"
grab attack 1 and 2
grab back
grab forward
grab up (launcher)
back grab transition(like in sor series)***

-back grab (sor series)
alt grab attack 1 and 2(if not too complex)***
alt grab back(if not too complex)***
alt grab forward(if not too complex)***

-grabs on liedown opponent.
opponent facing***
opponent not facing***

-Super moves (use magic)
Super combo***
Super command throw***

The game will support 3/4 weapons (with very limited moveset)
rock***
knife***
plank/baseballbat***
chair (pro wrestling style)***

What will not be in the game:
Real interaction with ring ropes (too complicated)
Real referee interaction/count (too complicated)
Pin system (don't know how to do it)
Title: Re: World Arena project
Post by: White Dragon on March 08, 2013, 01:11:52 PM
I can't wait to try it  ;D
Title: Re: World Arena project
Post by: msmalik681 on March 08, 2013, 01:52:34 PM
looking good
Title: Re: World Arena project
Post by: jiam on March 08, 2013, 03:46:07 PM
Longing to see it in motion! :)
Title: Re: World Arena project
Post by: bWWd on March 08, 2013, 10:55:48 PM
that looks solid, i like that you didnt used stock bor fonts and lifebars
Title: Re: World Arena project
Post by: Grill247 on March 09, 2013, 03:54:01 PM
Now this is a great mod your making!  Any news on when you will upload a video?
Title: Re: World Arena project
Post by: Bloodbane on March 10, 2013, 12:40:41 AM
 Looks great! I am tempted to perform chest crush (what's the name) by jumping from ring :D
Title: Re: World Arena project
Post by: nedflandeurse on March 10, 2013, 11:37:02 AM
Thanks to everybody
One thing is sure, I'll do my best to not cancel this project like some other concepts, private demo I've done in the past. If I progress in the system, there is no problem.

Looks great! I am tempted to perform chest crush (what's the name) by jumping from ring :D

(http://img171.imageshack.us/img171/3926/bodydrop000.jpg)

There is a body drop move (it's only a command air move)
I don't have the skills to make it some automatic heading move from the turnbuckle only.

Now this is a great mod your making!  Any news on when you will upload a video?

I want to have at least my system working for my template player Rachel and enemy Mex.
Since I'm not a coder at all, I work really slow.

that looks solid, i like that you didnt used stock bor fonts and lifebars

Thanks, There is 2 things I can't stand in modding.
-Using regular lifebar/fonts
-Using regular sound effects.

Both are decent, but so overused. You don't have choice to use other ones if you want you mod to look a little bit more original. ::)

Also, there is very good mods using regular material too, so it depends on various things... :)


---------------------
Thanks to everybody who make this project possible by helping me so far.
One more time I don't have the skills to code scripts right by myself. I'm just a spriter sound editor.
Title: Re: World Arena project
Post by: Bloodbane on March 12, 2013, 12:25:32 AM
Quote
I don't have the skills to make it some automatic heading move from the turnbuckle only.

 I agree with you about this. Not only simpler but automatic moves can be annoying sometimes and drops flexibility.

 Good luck with the mod! no need to rush :)
Title: Re: World Arena project
Post by: maxman on March 12, 2013, 06:11:28 AM
That system looks unique! I know it's difficult you work on it, but it will be possible. I would love to see your project done. Take your time. No need to rush. :) Looking forward to this big baby (mod/system).
Title: Re: World Arena project
Post by: nedflandeurse on March 12, 2013, 10:46:34 AM
Thanks.
Sadly I'm not sure I'll finish it.
Next september I'll start re-working as an art teacher, and I will not have that much time. When I'm not at school, I will have to work 100% of my time for school contents and corrections for my pupils. :-[
I'll do my best with this project even if it means the final product to be a small demo of 1player and 1 enemy with basic features.
Title: Re: World Arena project
Post by: bWWd on March 12, 2013, 03:03:28 PM
you should concentrate on getting one full chracter done with all moves and one enemy with all moves and falls/pain animations so you have all fighting mechanics ready, then adding new characters its easier.
Title: Re: World Arena project
Post by: nedflandeurse on March 12, 2013, 09:01:21 PM
Yes! This is what I'm aiming.

-My enemy template have the maximum of features an enemy will have in this game. For the next enemies I chose to activate or desactivate some of the features. (close attack, far attack, throws, stomps...) This way, all the enemies will fight in a different way.

-The problem is more in my player template, Rachel.
Since I want her to have a variety of grapple moves this is a lot of work.
But once done, other players will be easier to add in the system.

I can't wait to really start adding characters, enemies and stages... ::)
Title: Re: World Arena project
Post by: nedflandeurse on March 20, 2013, 08:54:15 PM
I'm taking a break from this project.
I cannot progress on features I don't have the skills to make it.
Title: Re: World Arena project
Post by: Pierwolf on March 21, 2013, 04:35:48 AM
bad news indeed.
i told you've chosen an hard task to start with, but don't give up friend, your game seems very promising.
why don't you post a demo? maybe if we can look in the code, we can help you better to achieve your goals.
Title: Re: World Arena project
Post by: White Dragon on March 21, 2013, 11:02:17 AM
Continue your project nedflandeurse!!
This game is too cool!!
Title: Re: World Arena project
Post by: bWWd on March 21, 2013, 12:19:51 PM
I did some mods already and im in openbor since i think 2005 but some things that youre trying to do are hard to code, so you picked the challenging task for yourself, i wouldnt recommend something like this to someone who makes his first mod but maybe youre just the type of person who likes it that way, sadly this way leads to frustration very often, nobody coded proper vs fighting before, especially with ring interaction, some people who were missing features started to adding them to the sourcecode of the engine itself, even me i added one feature because i needed blocking from every direction, i had to add it myself to the sourcecode, some stuff its possible but some other stuff... you must hardcode into the engine yourself without breaking backwards compatibility.
For lack of motivation i recommend revisiting source material again, playing original games.
Title: Re: World Arena project
Post by: nedflandeurse on March 22, 2013, 06:38:19 AM
Thanks, I created a kind of demo using Bor on early days.
It was only sprite swapping and value change.
Really accessible for someone who are not good with coding logic like me, but very frustrating about limited feature.

Then I had a revelation playing BB's crime buster with multiple moves grapple system etc... I added a character to his game system, but not more.

Then with your Fightin' Spirit mod and WHSJ by Magggas I had the feeling everything was possible... You can just see the comparition with intitial BOR fetures.

This is why I really like to make something with complex features otherwise, I consider it already done in the past.

Also, I'm a little frustrated to have some features so easily done in mugen and nearly impossible (for my skills in coding logic in openbor) Particulary when it's features you already have in games like Sor.

I think I'll restart working on it in some days/weeks, but mostly on things I can do like fixing hitboxes, values, sounds and palettes, because I'm really fed of coding for the moment.
Title: Re: World Arena project
Post by: O Ilusionista on March 28, 2013, 11:08:22 AM
Nice idea!
Title: Re: World Arena project
Post by: nedflandeurse on April 16, 2013, 04:22:10 PM
The real game progress is still in standby, since I still don't have the skills to make it happen.
So I'm slowly working on basic easy to code features.
-Fixed Template enemy AI
-I added supercombo using power bar (70%)
-Back attack contol cancel. (90%)
-Multiple grab attack1 (100%)

Enemy's AI is more precise. He now attacks only on good range and have the good jumpframe for his buttdrops lariat and slide kicks.
He's faster on comboing his moves. (less recovery frames) :)

About back attack control cancel, it's just a cancel freespecial state you can do just when back attack hits someone. imput "B" will send you to a really short transition state (and pushing this B will make you turn around).
It's a way to take control right after hitting with back attack. So you can start another combo by yourself.

Multiple grab attack is just a cheaty feature to give more hits, but it's just a matter of animation. The animation itself have 3 knee hits. so 2 imputs of "A" give 6 knees. I like how it feels finally. :) Not the regular BOR grab attack feeling.

All I can do is using cheaty things, all I can do without scripting skills. :P
Title: Re: World Arena project
Post by: nedflandeurse on April 21, 2013, 08:28:03 PM
I continue updating some little things:

-added blood effects for some moves of template characters (70%)
-edited low blow system (less priority, but better stunning effect!!)
-mostly completed super combo (85%)
-added some new sounds
-pallete swap for enemy (major color problems. I have to fix colors 25%)

As you can see it's only basic things, again.

Still asking for some features I'm not able to do:
-Climb on plateform by walking on (without jumping)
http://www.chronocrash.com/forum/index.php?topic=647.0 (http://www.chronocrash.com/forum/index.php?topic=647.0)

-Dizzy enemies system
http://www.chronocrash.com/forum/index.php?topic=653.0 (http://www.chronocrash.com/forum/index.php?topic=653.0)

My hop back (incredibly useful!!) just disapeared since I switched to OpenBOR_v3.0_Build_3854 no more hop back feature.
http://www.chronocrash.com/forum/index.php?topic=658.msg4947#msg4947

Any help is more than welcome.
Thanks
Title: Re: World Arena project
Post by: Bloodbane on April 22, 2013, 02:59:10 AM
 Screenshots please! :)
Title: Re: World Arena project
Post by: nedflandeurse on April 22, 2013, 07:59:19 AM
This is what it looks like

You can see super combo parts.
Low blow on referee  ;D
Blood spark (not the best shot, since I have not paused the game to avoid menu display)

(http://imageshack.us/a/img801/3706/progress000.jpg)
Title: Re: World Arena project
Post by: jiam on April 22, 2013, 11:38:47 AM
 :) I really like the mod
Title: Re: World Arena project
Post by: bWWd on April 22, 2013, 02:33:51 PM
very nice, so you disabled shadows ?
Title: Re: World Arena project
Post by: nedflandeurse on April 22, 2013, 04:28:19 PM
Thanks


Actually, no. Shadows are certainly displayed behind the wall/plateform.
But this is the kind of problem I don't really care.

My real game problems are more complex to me and unsolved :D

Also as you can see here.
I'm taking time to code things even if I'm nothing more than a graphist with zero coding skills. I ask for help, when some of you can share their skills, eventually it results in finally adding new features
Then, I update engine and all the work is f*cked up.
No more feature, tadaaa...

I've lost my last added hopback feature  :-[
http://www.chronocrash.com/forum/index.php?topic=658.msg4947#msg4947
Title: Re: World Arena project
Post by: ryomaneo on April 23, 2013, 10:06:27 PM
 8) superb my freind this is shapeing up with satisfactory.
Title: Re: World Arena project
Post by: bWWd on April 23, 2013, 10:44:06 PM
they way some stuff in the engine is implemented isnt always right and utunnels sometimes revisits code to fix possible problems, thats why some stuff isnt working, my vs fighting mode in fightin spirit was broken i even didnt knew when, just work on something else and if he cant bring back old functionality because it was too buggy then you have to find new way to do it.
Title: Re: World Arena project
Post by: nedflandeurse on April 25, 2013, 01:02:22 PM
Yes, I'll stick with the old build.
This is the only way to fix the problem since even Utunnel cannot help me this time.

I've updated a bit her lariat rush.
(please ignore the central picture)
Depending on the moment you activate this move (distance from enemy), it bring you backward or push you away.
One more time a basic thing, just to have the illusion this project is still progressing. ::)

(http://imageshack.us/a/img14/7287/lariatup000.jpg)
Title: Re: World Arena project
Post by: msmalik681 on April 25, 2013, 04:04:33 PM
looking nice
Title: Re: World Arena project
Post by: Eternal-Krauser on April 26, 2013, 12:11:19 AM
your project is very interesting and it looks fantastic, do you know when you'll finish it?
Title: Re: World Arena project
Post by: nedflandeurse on April 26, 2013, 11:30:48 AM
Thanks. Comming from you this is even better! Since I loved the mod you worked on :D

As you certainly know, I'm just too dumb to code any scripts, and this is what I need now. (Out of slam scripts - Since there is a decent tutorial about it.)
I'm really bad in scripting logic. This is not my way of logic + language barrier.

This is my scedule for this project. If a step is not completed I'll don't go to the next step.

-------------------------------------------------------------------------------
1)-coding mod system (1player, 1enemy, gameplay, scripts...) FIRST BETA
-------------------------------------------------------------------------------
Rachel + Mexican Wrestler
All gameplay features (get in the ring, using items...)

-------------------------------------------------------------------------------
2)-adding stages for story mode (+enemies, +bosses)
-------------------------------------------------------------------------------
various levels (in the street, in the ring, bonus stages, motorcycle stage...)
Most of the graphics are ready to be used, but I can't do it if system is not yet coded.

-------------------------------------------------------------------------------
3)-adding other players SECOND BETA
-------------------------------------------------------------------------------
LIGHT : Rachel
MED : Wang / Long
HEAVY : Wrestler (Name?)

HIDDEN : TKD girl (Name?)
HIDDEN : Big Wrestler (Name?)

-------------------------------------------------------------------------------
4)-adding other modes PRE FINAL RELEASE
-------------------------------------------------------------------------------
Arena mode
King of the ring
World adventure / World Arena
Zombie mode
[?-?---?-?-?-?] - Secret mode :)
Training

(most of the material is ready for these modes)

-------------------------------------------------------------------------------
5)-tweaking/fixing elements (storyboard and more) FINAL RELEASE
-------------------------------------------------------------------------------

2-3-4-5:
Most of the steps are things I'm able to do without major problems.
But about the first step, I'm stuck with everything. No one give me concrete exemples of how to add my system features. I know some of you think I do something complicated for my "1st" mod. In the past I experimented various things with bor then with "non-scripted" features of Openbor. But now, I have the feeling to create different things with the engine.

The perfect thing would be to work with a good coder who is really interested in my project. White Dragon will help me for platforming code, but I don't want to ask him too much, since he have his own project too. :-[

I can remember long time ago, it was a pleasure to create things in "BOR". the addition of features with openbor was both a pleasure and a pure pain, because there is so much things possible, but not for dumb persons like me with only artistic sense and no advanced logic perception in this thing. :P
Title: Re: World Arena project
Post by: jiam on April 26, 2013, 02:40:09 PM
Script for slam,
You got it?
Title: Re: World Arena project
Post by: BeasTie on April 27, 2013, 12:26:25 AM
Slam script tutorial is here - http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item45
Title: Re: World Arena project
Post by: nedflandeurse on April 27, 2013, 06:05:43 AM
Thanks, but scripting slams is no more a problem.
Since there is a STEP BY STEP tutorial. Even a person with no scripting logic like me can understand.

I need help for specific features not yet (or rarely) made in openbor.
Title: Re: World Arena project
Post by: BeasTie on April 27, 2013, 10:38:30 AM
@Ned I just linked that for jiam, I think he was asking you for the script.
Title: Re: World Arena project
Post by: nedflandeurse on April 27, 2013, 10:52:35 AM
Sorry, NP.
Title: Re: World Arena project
Post by: nedflandeurse on May 03, 2013, 02:33:02 PM
Ok,
Next step for me is working on back grapple system.
Something very common in STREETS OF RAGE / BARE KNUCKLE series.
Openbor don't have this feature, and I'm still hitting the script wall... :-[
When the feature is implemented I can use it for various characters.
Grab -> Back grapple -> german suplex (or any other specific throw)

Any help is welcome.
Please give exemples if you can. :)

This is a simulation of what I aim.
(http://img838.imageshack.us/img838/7042/grabsyst000.jpg)

I can do a cancel, but how can I send Enemy to back grabbed anim, then to german suplex pain??
Title: Re: World Arena project
Post by: darknior on May 03, 2013, 05:46:02 PM
Incredible work ... really impressive ...
I wish try the beta when you will release it ;)
Title: Re: World Arena project
Post by: nedflandeurse on May 06, 2013, 05:23:41 AM
Incredible work ... really impressive ...
I wish try the beta when you will release it ;)

Thanks, man!
I really hope I'll receive the support I need before july-August. Or this project would be cancelled.
I have a comics project with a publisher and start preparing my next job as art teacher, so, no more time to think about system.
And without system, this game have no sense and don't exist.

Little update (at my crappy level of moder)
Just a sprite edit to give her a new hard attack in hard combo.
It was not an easy one, because Tia (sprite base) rarely uses her left leg. :)
But I like spriting, so...
(http://img10.imageshack.us/img10/4593/552222222222555.jpg)
Title: Re: World Arena project
Post by: nsw25 on May 06, 2013, 05:30:19 AM
maybe upload what you got so far then people can give you feedback and also suggestions ?
Title: Re: World Arena project
Post by: BeasTie on May 06, 2013, 05:41:33 AM
How is backgrab supposed to work?

when enemy in pain you move to their back, perform grab then suplex ?

OR


Enemy is grabbed, certain button combination moves player to back grabbed, perform german suplex?


When using cancel maybe the first cancel attack is a dummy attack that sets enemy up into BACK GRABBED anim.  once in this anim can perform the suplex.

So like 'attack8' makes enemy play 'pain8' - pain8 is the enemy grabbed.
Title: Re: World Arena project
Post by: nedflandeurse on May 06, 2013, 08:39:59 AM
@nsw25
I have not started working on the feature because I can't understand it.
The mod don't have the system base for the moment.
I started working a bit with White Dragon, but I cannot allow myself to take him to much time since he have a big project too. ???


---(This is a copy of a new thread I deleted to avoid making doubles)---
I need an important feature to build my game system.
Basically all I need is an exemple of :
how to send my player to a custom slam anim
Then doing a 2nd cancel.

This way:
NORMAL GRAB >(imput S)> (new) BACK GRAB >(imput B A)> GERMAN SUPLEX

It would be great to have also the possibility to go directly to new BACK GRAB if you walk to a back turned enemy. (optional)

As you certainly know I have several ideas but only spriting skills.
So I don't know how to do this BASIC thing.
Give me your help if you know how it works.
Thanks a lot.


BY THE WAY:
Let's give some weight to the player side.
This is just a concept shot, but this is the second character I'll work on when system is OK.
(http://img580.imageshack.us/img580/6812/wrest1212121.jpg)
Title: Re: World Arena project
Post by: nedflandeurse on May 09, 2013, 08:03:28 PM
This had to happen.
I lost the last update of my mod by deleting a file.
I had a previous save, but I have no more interest in making an interesting mod with unique features.
If I still work on it, I get rid of any unusual features. I just CAN'T do it.

I'll stick to basic attacks and few special.
no more advanced ring system, no more grapple system I deleted it.
Same thing for super move system since it was mainly done using custom graple.

All a spriter can do is sprite swapping a BOR mod. This is what will look like my project when I continue working on it. One thing is sure, working in a basic mod will bore me fast, so, I will certainly lose interest on it as soon a I start my new job in september.

Sorry for people who started giving me little help. I'm just too dumb to undrstand. Sorry.
Title: Re: World Arena project
Post by: O Ilusionista on May 13, 2013, 10:33:27 AM
Sorry to hear about that. I develop my mod on a external drive, which is linked to my Dropbox account, plus I often compile a .pak to avoid loss.

That version you sent me is outdated?
Title: Re: World Arena project
Post by: GlassJawBoxer on May 13, 2013, 03:57:23 PM
I suggest you don't give up, if you're like myself a spiriting artist with no coding talents or the ability to learn.  Focus entirely on the art.  Make animation gif files for visual references on your more complicated gameplay mechanics and leave it to the community to find the answers that you can't find yourself.  As a professional artist I've learned no matter what I'm working on, a visual reference is the best way to communicate and collaborate with other talents.

This way you'll focus on only the enjoyable parts like any good hobby and won't be overwhelmed and ultimately frustrated by the things that are over your head.
Title: Re: World Arena project
Post by: nedflandeurse on May 14, 2013, 05:12:58 AM
Sorry to hear about that. I develop my mod on a external drive, which is linked to my Dropbox account, plus I often compile a .pak to avoid loss.

That version you sent me is outdated?

This is an outdated one.
Only an alpha with basic stable features.
I was working on new features, mostly unstable because of my stupidity about coding.
I redone most of them, so it's OK. But still crappy sh*tty coding.

I suggest you don't give up, if you're like myself a spiriting artist with no coding talents or the ability to learn.  Focus entirely on the art.  Make animation gif files for visual references on your more complicated gameplay mechanics and leave it to the community to find the answers that you can't find yourself.  As a professional artist I've learned no matter what I'm working on, a visual reference is the best way to communicate and collaborate with other talents.

This way you'll focus on only the enjoyable parts like any good hobby and won't be overwhelmed and ultimately frustrated by the things that are over your head.

Thanks.
It's good to see that you understand how I feel.
I have the head full of concepts, game systems, beatiful graphism.
It become almost a freaking FANTASY to release all the game ideas I have!
Sadly, I'm not sure anyone of the forum users is able to help me since, I'm looking for too complicated features.

It's even more frustrated when I see I can do EASILY almost of these features/system without problem in mugen.
3D walk, 3D dimensional attack
pick up item, weapon, obstacles
interactive background
platforms, dive attack from platform
BACK GRAPPLE system (STREETS OF RAGE basic feature)
enemies and NPC on the levels.

One of my old mugen project in stand by, since I re-started working with openbor.
(http://img198.imageshack.us/img198/2850/mugensystem001.jpg)

For WA:
If someone understand how it works:
This is a new feature I try to add (emergency rolling evade) from idle anim.

The roll itself:
Code: [Select]
anim freespecial34# ROLL FORWARD
# forcedirection -1
delay 7#6
loop 0
offset 96 177
# jumpframe 2 3 3
# landframe 11#10
bbox 0 0 0 0
sound data/sounds/a2.wav

move 15#11#9

frame data/chars/rachel/roll1.gif

delay 5
frame data/chars/rachel/roll2.gif
frame data/chars/rachel/roll3.gif
frame data/chars/rachel/roll4.gif
frame data/chars/rachel/roll5.gif
frame data/chars/rachel/roll2.gif
frame data/chars/rachel/roll3.gif


move 12#8#6

frame data/chars/rachel/roll6.gif

delay 8#6#11#9
move 7#5#3
frame data/chars/rachel/rise1.gif
frame data/chars/rachel/rise2.gif
move 0
frame data/chars/rachel/j01.gif

THe move is possible from liedown anim (fall) as a recovery. (using cancel)
Code: [Select]
anim fall
cancel 3 3 0 S freespecial34# GETUP ajout
quakeframe 1 1 -11
loop 0
landframe 2
forcedirection 1
delay 15
offset 96 177
bbox 67 82 62 90
attack 67 82 62 90 5 1 0 1 15 0
sound data/chars/rachel/rdam3.wav
frame data/chars/rachel/fall1.gif
bbox 58 100 81 54
attack 58 100 81 54 5 1 0 1 15 0
delay 300
frame data/chars/rachel/fall2.gif



delay 55
bbox 43 148 113 43
frame data/chars/rachel/fall4.gif



delay 40
bbox 43 148 113 43
frame data/chars/rachel/fall4.gif


both worked very well.
But when you use it as a recovery roll, openbor still consider I'm lying on the ground.
so it' allow riseattack and there is no control.

How can I give this move take control?? :-[


Even a freaking basic system make me stuck on it. >:(
Title: Re: World Arena project
Post by: White Dragon on May 14, 2013, 06:33:10 PM
Do you want to simulate a falling recovery?
Title: Re: World Arena project
Post by: O Ilusionista on May 15, 2013, 10:30:24 AM
no, a recovery roll, something common o fighting games (specially in MVC ones)

you press foward or backward while you are lying down and your char rolls on the ground to avoid get stuck.
Title: Re: World Arena project
Post by: White Dragon on May 15, 2013, 10:56:07 AM
no, a recovery roll, something common o fighting games (specially in MVC ones)

you press foward or backward while you are lying down and your char rolls on the ground to avoid get stuck.

mmm .. ok thank you O illusionist.
So I can better assist nedflandeurse for the script
Title: Re: World Arena project
Post by: BeasTie on May 15, 2013, 11:19:59 AM
Can you remove 'riseattack' and just recreate the riseattack as it's own freespecial using a different input?

Cancel #1 - Rise attack
Cancel #2 - Recovery Roll

Title: Re: World Arena project
Post by: nedflandeurse on May 15, 2013, 06:51:51 PM
no, a recovery roll, something common o fighting games (specially in MVC ones)

you press foward or backward while you are lying down and your char rolls on the ground to avoid get stuck.

mmm .. ok thank you O illusionist.
So I can better assist nedflandeurse for the script

Yes, this is something to do when you're lying down. (last frame of fall anims.)
This can be a great way to avoid massive beating by enemies when you're on the ground.

Can you remove 'riseattack' and just recreate the riseattack as it's own freespecial using a different input?

Cancel #1 - Rise attack
Cancel #2 - Recovery Roll

Yes I have a rise attack
Code: [Select]
anim riseattack
damageonlanding 0 1#l'enemi peut faire des indirect damage
subentity dus#t
summonframe 8 0
loop 0
offset 96 177
bbox 0 0 0 0
delay 8#11#9
frame data/chars/rachel/riseat1.gif
hitfx data/sounds/knee.wav
attack 92 85 79 65 5 1 0 0 14 0
dropv 5 3
frame data/chars/rachel/riseat2.gif
attack 0 0 0 0 0 0
sound data/chars/rachel/kiai2.wav
frame data/chars/rachel/riseat3.gif
frame data/chars/rachel/riseat4.gif
hitfx data/sounds/beat2.wav
attack 92 85 79 65 7 1 0 0 14 0
frame data/chars/rachel/riseat5.gif
attack 0 0 0 0 0 0
frame data/chars/rachel/riseat6.gif
frame data/chars/rachel/riseat7.gif
sound data/sounds/land.wav
frame data/chars/rachel/j01.gif

But do you mean replacing riseattack "hardcoded" with a custom riseattack "freespecial" would fix the problem??
I don't get it.

I think doing it would just stuck both cancel 1 and cancel 2 to a non control problem, doesn't it?



As an information.
just after the recovery/rising roll, the character is stuck in idle anim.
So it's considered with liedown properties (no control, rise, riseattack...)

This problem happens only when I use this freespecial as a "custom rising move". Because the same freespecial is possible from idle an no causes problem.

idle -> freespecial34 = no problem
lie down -> freespecial34 = control problem (anim properties)
Title: Re: World Arena project
Post by: Bloodbane on May 16, 2013, 01:14:51 AM
Quote
you press foward or backward while you are lying down and your char rolls on the ground to avoid get stuck.

 That's similar to dodge rise ability Crime Buster v2.5 has except it is limited to dodge up and down.

 I have updated version which allows character to roll/dodge in any direction but haven't released it yet. If you want to see this before I got chance to release that, you could try finding Vehelits demo I released years ago. Axel has that ability.
Title: Re: World Arena project
Post by: nedflandeurse on May 27, 2013, 08:13:23 AM
I can't find this demo.
Title: Re: World Arena project
Post by: Bloodbane on May 29, 2013, 01:43:27 AM
 Oh I thought someone still have this demo. Alright, I'll reupload it tomorrow. It's made with older build though
Title: Re: World Arena project
Post by: nedflandeurse on May 29, 2013, 08:38:55 AM
I can't wait you share it.
So I can fix this non control feature.
Title: Re: World Arena project
Post by: Bloodbane on May 30, 2013, 12:24:56 AM
 Here you go:

http://www.mediafire.com/?519fmxas9r5v6qc

 Since it's old mod, I included OpenBoR build with it.
 I also didn't pak this demo so you can see the content directly :)

 For those who didn't read my post above, it's Vehelits Demo.
Title: Re: World Arena project
Post by: nedflandeurse on May 30, 2013, 07:29:39 PM
Thanks a lot.
I inspired my sytem on it.

My problem was I was doing the cancel from fall anim.
Your option of making it from riseattack is better.

My problem was my rise attack is actually an attack.
So I edited all the system to something more complex, without script, and very nice to play.

THis is what I have now:

1) Liedown
2) A + Up = riseattack (just a rise anim)
3a) A = freespecial (the actual attack)
or
3b) S = roll forward

-Steps 3 are still possible from the normal rise.
-perhaps I'll add a roll back option (but this is not a priority at all)
Title: Re: World Arena project
Post by: O Ilusionista on May 31, 2013, 09:07:11 AM
Ned, finally I tested your game. Its very cool!
Have you solved the backgrab and backgrab throw issue? I can help you.
Title: Re: World Arena project
Post by: nedflandeurse on May 31, 2013, 01:11:00 PM
The game and concept are still in evolution, every single day...
I'm full of wishes and ideas for what I would like to see in this mod.

I have talked in private with WhiteDragon about this "grab from back" starter.
Feature you can see on Streets of Rage or AODK. But seems very complex even for him. I prefered to cancel it to something more conventional.

WD even helped me on implementing a get on the ring system just by walking close to the ring. But still a shame, I can't finalize it. and I don't whant to take his time for a feature in a buggy level (display of ring is still imperfect, and more...)

Also, I completly quit implementing wrestling games gameplay like ropes, turnbuckle moves, because it is not worth, and in few month, I'll have even less time to work on it.

The game will be more a regular beat em up with few features from fighting games. And "only" fighting games.
But this is not meant to be a VS game at all.

For the moment, I'm working on this feature:
http://www.chronocrash.com/forum/index.php?topic=760.0
NOT YET FIXED.

An I still need to add:
-Some king of pickup move. (to do as an OTG that bring enemy to a stand dizzy anim)

-one more command move "sobbat kick" (F, A2)
Not yet sprited.

-few more throws with different effects (not really complex to me now.)

-to find a way to limit all OTG moves (can be done later)
perhaps cost power...

-Her 2nd super move (D, U, A2)
Working like Cammy's hooligan combination, but auto cancel if it hits.
I really don't know how to do it.

-I'm wondering if there is a way to do a custom "grab from back" move, but something only possible if you walk to a back turned opponent. (See Alex in SF3)

When everithing is done, I'll start working on weapons system

BTW : do you have an idea of "escape move/life cost" (A + J) for Rachel.
Something in the spirit of wrestling, but not a spining lariat.
Title: Re: World Arena project
Post by: O Ilusionista on May 31, 2013, 01:31:16 PM
Quote
I have talked in private with WhiteDragon about this "grab from back" starter.
Feature you can see on Streets of Rage or AODK. But seems very complex even for him. I prefered to cancel it to something more conventional.
Reall? That doesn't seams to be that hard. You wanna make that backgrab from SOR, where you can go to the enemy back, right?

Quote
-to find a way to limit all OTG moves (can be done later)
perhaps cost power...
Yeah, you can spam it a lot.

btw, check your pm

Title: Re: World Arena project
Post by: nedflandeurse on May 31, 2013, 01:53:21 PM
Quote
I have talked in private with WhiteDragon about this "grab from back" starter.
Feature you can see on Streets of Rage or AODK. But seems very complex even for him. I prefered to cancel it to something more conventional.
Reall? That doesn't seams to be that hard. You wanna make that backgrab from SOR, where you can go to the enemy back, right?
Yes, but I'll simplify to somthing automatic.
If you walk close to enemy's back (if he's dizzy or something else too), then an imput triggers in this special situation to do directly a custom throw from back. (easy comand like A or F, A)

Quote
Quote
-to find a way to limit all OTG moves (can be done later)
perhaps cost power...
Yeah, you can spam it a lot.
Yes the best thing would be allowing enemy to escape it (randomly) with a cancel to an invincible rise anim, or rise attack...

Quote
btw, check your pm
Thanks, checked. :D
Title: Re: World Arena project
Post by: nedflandeurse on June 11, 2013, 05:33:32 PM
Ok,
I'm still stuck by my lack of understanding about coding.
But I worked in other features. still not perfect too...

I added an attack that triggers on a particular distance to be used as a taunt by enemy. It's funny to see ennemies taunting you in a beat em up.
I'll try to make it more random and not really depending on distance. (later)

I added a blood dripping (blood drop) system when you're in your "faint anim".
It would be better if the effect can trigger too in walking, running and some other custom anims. (still to adjust later...) - this for players and enemies. Only the ref don't have it.

I added a command move to Rachel almost 90% original sprite.
A rolling sobat (kick) you can do with command : F, A2
It can be used in the middle of regular combo to push the enemy away.
Really fun to use.

(http://imageshack.us/a/img854/3918/wablood1.jpg)

That's all for the moment... Now, I have to work in my hardwork for my future job.
Title: Re: World Arena project
Post by: Chiffon on June 11, 2013, 06:05:51 PM
That project seems very hard work. Good luck!!! I'm always cheer you!!!
Title: Re: World Arena project
Post by: Bloodbane on June 13, 2013, 01:23:08 AM
Quote
I added an attack that triggers on a particular distance to be used as a taunt by enemy. It's funny to see ennemies taunting you in a beat em up.
I'll try to make it more random and not really depending on distance. (later)

 If you have played Golden Axe 2: Revenge of Death Adder, almost every single regular enemy taunting player :D

 As for randomness, have you used randomness script I shared? you should use that here.
Title: Re: World Arena project
Post by: nedflandeurse on June 14, 2013, 06:57:05 AM
Thanks BB.
I think I know where to to put the script.
But I have to adapt it to the situation.

Also, I'll try to use it to make enemies randomly doing some kind of "counter" rise when they are massively stomped on the ground
Title: Re: World Arena project
Post by: nedflandeurse on June 22, 2013, 12:30:37 PM
If anyone give a f*.
I'm adding more slams.
I quit trying to have different result of their use like sending to dizzy anim or make an enemy turning back. (too complex to me)

the new moves are only visual, for fun.

1st : double push kick.
2nd : not yet fixed (I have to make an anim for enemy pain) - Edit: fixed

(http://imageshack.us/a/img69/3968/3q0w.jpg)

THat's it :P
Title: Re: World Arena project
Post by: O Ilusionista on June 24, 2013, 09:16:28 AM
for sure we give a f* :)
I like this project a lot, but you choose a very hard one as starting point.
Good luck
Title: Re: World Arena project
Post by: nedflandeurse on June 24, 2013, 01:51:00 PM
Thanks. Ilu!
My project was initially far more complex in my head.

-I get rid of wrestling game physics and interaction
-I'm deleting every move or feature I start to code and find myself too bad to finalize.

-Finally this mod will be really common. Just one more mod with same kind of gameplay. Only more moves and my custom graphics.
But I still encounter difficulties because the engine is not as flexible as mugen to me...
Title: Re: World Arena project
Post by: O Ilusionista on June 24, 2013, 01:54:48 PM
Quote
But I still encounter difficulties because the engine is not as flexible as mugen to me...

I know your feeling. This is because we are far more experienced with Mugen than with OpenBOR, some solutions are better on Mugen. But talking about flexible, I think OpenBOR wins this.
Title: Re: World Arena project
Post by: Die_In_Fire on June 24, 2013, 02:09:04 PM
Ned, I think that most of us had more that we can chew, but because we lack knowledge on coding, we have to try with we have at the moment. I scrapped lot of ideas I can't just put on the map, because I don't know how to implement them, and I cannot wait to everyone to help me. I have enough problems dealing with basic stuff  :)  but I try.

I began doing a little mod with no script, to little by little adding more stuff.

You decided to do a very complex mod as a starting one, that even modders with experience could hve some trouble dealing with. This is wrong, specially since you don't have any mod on your back. You should first make a good mod after trying something too complicated.

and by working on a different mod, at some point, you can implement ideas to your wrestling mod, and growing both mods simultaneously.

afterall there are many GOOD mods without scripts. No using scripts doesn't mean a bor clone. take Battletoads mod as an example. Take Krizalid mods, Double Dragon Genesis, Mr.Q's etc.

the most important is to get something fun. and many openbor mods lacks that.
Title: Re: World Arena project
Post by: jiam on June 24, 2013, 02:26:18 PM
I agree you can do great things without hyphens ;)
Title: Re: World Arena project
Post by: nedflandeurse on June 24, 2013, 02:42:10 PM
Thanks guys!

About flexibility. It's because I almost never had problem adding feature in winmugen. Even weird uncommon ones.
-free 3D environment move (walk, run...)
-pick up item system
-weapon system
-multiple enemies on screen
-platforming elements
-other stage interaction...

This is not my first work with openbor
in early BOR days I edited the mod adding characters.
When openbor start to offer more possibilities I tried new features working on existing mods.
I asked BB help back in the days to create more characters in his mod.

I had 2 or 3 edited project, but cancelled since it was just for testing features.

Then I had the feeling I would like to create something different.
This is why I started thinking about other uncommon features. :)
Title: Re: World Arena project
Post by: O Ilusionista on June 24, 2013, 02:46:27 PM
Quote
-platforming elements
This is broken as hell on mugen, and required a big workaround.
For example, my chars just use one state for standing and aerial special moves, and they will fall from the platforms.
Title: Re: World Arena project
Post by: nedflandeurse on June 24, 2013, 03:43:32 PM
I'm OK with that. It's true mugen is not meant to be used for plateforming.

In my old project, it's a little buggy sometimes (like some generic enemies/helpers going through), but otherwise I don't have major problem.

Also this is something I don't use massively.
Only a car or wood box on the left side of screen.
(yes it's coded in characters)

When you're on top of it, attacks are disabled, but you can do a "homing" dive attack (wrestling style) :D

I can remember, back in 2006 or 2007 I coded it using Falchion's Megaman fullgame as a reference.

But in my game, you cannot put any mugen character an have it perfectly working on it. most of the code is on characters themselves.
Title: Re: World Arena project
Post by: nedflandeurse on July 02, 2013, 06:18:26 PM
I finished to update Rachel's back breaker. (Thanks to Ilusionista for a little tips on sprite display)
This is how it looks:

(http://imageshack.us/a/img9/6836/x0gl.jpg)

Still one slam to do and I can start working on her 2 super moves

(1) is a supercombo (I already started it)
(2) is a long range slam, basically something looking like command slam of Dragon/Kisarah in WHSJ

About (1) I still cannot fix the hit sound problem. It looks like a basic thing, but no one can explain why it don't work. (I'm pretty sure this is not that hard, but I'm dumb, this is it  :P )
The thread:
http://www.chronocrash.com/forum/index.php?topic=800.0 (http://www.chronocrash.com/forum/index.php?topic=800.0)
Title: Re: World Arena project
Post by: O Ilusionista on July 02, 2013, 08:03:47 PM
you are welcome.
PM it, I will take a look.
Title: Re: World Arena project
Post by: White Dragon on July 02, 2013, 10:02:40 PM
Great Rachel's back breaker!!
When the first release nedflandeurse?
 
Title: Re: World Arena project
Post by: msmalik681 on July 03, 2013, 02:45:57 AM
Nice back breaker animation !
Title: Re: World Arena project
Post by: nedflandeurse on July 21, 2013, 06:22:45 AM
Let me post some news about my project.

I finally finished the first super (super combo type)
Thanks to everybody for support and advice.
I taken the time to rest then tried to tweak every single line of code for this move. Now it's fixed:

It was some fastattack problem.

I'm working on the second super (long range slam)
For the moment I understand all by myself tweaking Magggas awesome work on WHSJ to understand how it works. I may need help to finalize it later.

(http://imageshack.us/a/img856/4987/tx78.jpg)

-I added to Mex (mexican wrestler) a rise attack - low blow possible even with player in the back.
Thanks a lot BB for the help for turn and more!

-I added the last slam move to Rachel (from grab)
Ground triangle hold type (kind of move R-Mika uses)
only one hit because of time limitation, otherwise the enemy seems to escape.
Now she have her 8 regular slams

-ground punches (fake grab) on liedown opponent.
Rachel leaps on enemy
If it connects you can hit A to punch enemy (5 automatic hits)

So, now I'm working on long range slam (super 2)
and fixing adding some basic but cool features.
When player1 enemy and level1 will be completed, I consider the game system complete.
Title: Re: World Arena project
Post by: nedflandeurse on August 22, 2013, 09:19:01 AM
Alot of progress in my template character and enemy.
Mostly with the help of Bloodbane. Thankd buddy!

I'm working on Rachel's last move. (before to work on weapons)
This is her 2nd supermove : long range slam

Every character will have a super combo (super1) and a super throw (super2)

I'm still fixing some little bugs or features.
I added a bunch of blood sparks and sweat effect that appear randomly to feel more natural.

As an exemple this is the effect you can see sometimes if you're killed by Mexican wrestler's butt slam.
(http://imageshack.us/a/img829/8929/ru2x.jpg)
Painful ;D
Title: Re: World Arena project
Post by: nedflandeurse on October 06, 2013, 04:00:49 AM
I'm still working on the game system.
The idea is to have my system completed before to work on other characters and stages.
creating so kind of "sub-engine" by customizing openbor. So the next characters and even future games will be faster to create.

These last days I worked on burning anims and explosions.
There is 3 basic burning anims.
-man
-woman
-big enemies
-I might add one for midjet-like enemies. (it's not hard to edit for me)
(http://imageshack.us/a/img6/1408/r309.jpg)

I added a duck/crouch system.
A cool way to escape projectie launchs and some attacks.
This is a way to use crouch attacks too.

I'm thinking of a 3rd super move to have more choice in gameplay.
might not be that hard to code, so it's OK to me.

Last think I'm still trying to update is some moves for enemies.
With the help of BloodBane, I'm trying to understand how to have the enemies detecting players lying down to stomp them (pro wrestling style) :)
Also updating the slam system of enemies.
Title: Re: World Arena project
Post by: bWWd on October 06, 2013, 04:11:30 AM
great work, when we will see some video?
Title: Re: World Arena project
Post by: darknior on October 06, 2013, 05:31:06 AM
Yep, when :p ?
Title: Re: World Arena project
Post by: msmalik681 on October 06, 2013, 05:42:06 AM
A video demo would be nice!
Title: Re: World Arena project
Post by: O Ilusionista on October 06, 2013, 10:15:30 AM
I do agree :) you are archiving a nice and unique game here.
Title: Re: World Arena project
Post by: nedflandeurse on October 06, 2013, 11:24:51 AM
Thanks guys!
It's always nice to see some interest in my project!

I will record some vid.
But my internet conection is very bad since almost one year now, so, I do a short one.

@Ilu:
I'm always trying to change the "normal" use of engines.
I did the same with my WIP winmugen project. (Z walk, items, interactive BG...)
I must be crazy  ;D

stay tuned.
I'll try to post some vid about World Arena progress.
Title: Re: World Arena project
Post by: O Ilusionista on October 06, 2013, 01:25:34 PM
Quote
I'm always trying to change the "normal" use of engines.
I did the same with my WIP winmugen project. (Z walk, items, interactive BG...)
I must be crazy  ;D

me too :) If you took a look at my site, you will see that most of my chars are bizarre.
I do prefer to focus on this kind of thing. To make normal chars, we already have tons of creators...
Title: Re: World Arena project
Post by: nedflandeurse on October 19, 2013, 10:42:01 AM
me too :) If you took a look at my site, you will see that most of my chars are bizarre.
I do prefer to focus on this kind of thing. To make normal chars, we already have tons of creators...
I know your work, Ilu.
I enjoyed it even from the older and obscure ones back in the years! :)



I still trying to figure out how to make a cancel from a short attack1 anim.
The idea is to use attack1 as a starter, the detecting if player is liedown to cancel on a stomping kick.
Using a follow anim
BB still help me a lot on it, but I'm still stuck on it since the problem connot be fixed.

Normally when I try to code something, I'm not sure if it's possible with this engine. Iprefer not to waste my time spriting it. But I finally sprited it.

And changed the stomp kick to a regular freespecial.
This is now a total crap because Mexican Wrestler can now try to stomp players when they are standing, in air...

(http://imageshack.us/a/img855/636/h6uh.jpg)

There is always limits. :-[

PS : gameplay video coming soon
Title: Re: World Arena project
Post by: lagarto on October 19, 2013, 12:24:11 PM
Hi nedflandeurse, I think I already coded a script for that to my MOD. If enemy is down and player is close enough, normal attack is replaced by a kick (or something like that). It's like in  Metamorphic force, Vendetta...

PM if interested.

Title: Re: World Arena project
Post by: nedflandeurse on October 19, 2013, 03:11:10 PM
Yes!
Vendetta! This is the kind of beat em up with great features.
check your PM.
Title: Re: World Arena project
Post by: nedflandeurse on November 30, 2013, 07:42:46 AM
Some previews of the modes I will implement in the game once the system is OK. (fake shots)
I'll get rid of motorcycle levels. I've lost interest in them.
I prefer to focus on solid brawling system and wrestling moves.

There is no logic order in these concepts:
story, king of the ring, arena, world adventure, death match, zombie fighter, warehouse, training, mystery/horror mode (something with scary maniacs)

(http://imageshack.us/a/img13/1868/5ov6.jpg)

I'll do my best to complete the game system even if I lack time to work on it.
thanks again to all of you who help me on the forum or by PM. You rock!! :D

Sorry, no vid for the moment, my internet is really unstable... :-\
Title: Re: World Arena project
Post by: darknior on November 30, 2013, 11:27:33 AM
Thanks for all these information ... and for your work.
I'm sure this mod will be really excellent :D
Title: Re: World Arena project
Post by: nedflandeurse on January 15, 2014, 01:21:02 PM
Little post to show some progress.
-Referee can now counter attacks by ducking/pushing back
-Mexican Wrestler can do multiple headbutt (from his grab attack) + anim fixed
(https://imagizer.imageshack.us/v2/241x128q90/834/d72r.jpg)

-Rachel can do a leg strangle hold (from her mount starter)
(https://imagizer.imageshack.us/v2/235x170q90/849/tbwj.jpg)

The more I progress on it the more I feel like to finally add wrestling game features.
-pinning system (based on enemy's life)
-automatic animation for "get in the ring" move
-being dizzy in turnbuckle using wall splat simillar system (White Dragon)
(https://imagizer.imageshack.us/v2/299x122q90/28/azml.jpg)
-ring ropes rebound (irish whip)

I also started to update game fonts using Ring of destruction fonts. still WIP.
Title: Re: World Arena project
Post by: O Ilusionista on January 15, 2014, 04:15:22 PM
nice, I liked how you used the fat police man from Kizuna :O)
Title: Re: World Arena project
Post by: darknior on January 15, 2014, 06:30:59 PM
Cool news :)
Title: Re: World Arena project
Post by: maxman on January 17, 2014, 06:47:49 AM
Terrific updates, man. :) I know that doing a sophisticated workaround with scripts for the new gameplay like that type you're working on is very complicated, especially for script noobs.
Title: Re: World Arena project
Post by: toviciao on January 18, 2014, 05:58:58 AM
(http://imageshack.us/a/img13/1868/5ov6.jpg)

mortal screen!, like a stone breakers vs protectors
Title: Re: World Arena project
Post by: nedflandeurse on January 19, 2014, 11:43:31 AM
nice, I liked how you used the fat police man from Kizuna :O)
Yes, he will be used as street enemy (lout/punk) and also as wrestling mode (like an archetype of hardcore cop)

Cool news :)
Thanks dude.
It encourages me to see this project can interest people.

mortal screen!, like a stone breakers vs protectors
"stone breakers vs protectors"
I'm not sure to understand this expression, but thanks for your comment.

Terrific updates, man. :) I know that doing a sophisticated workaround with scripts for the new gameplay like that type you're working on is very complicated, especially for script noobs.
I progress very slowly because my professional life is not yet stable.
So it consumes too much of my time.
With the help and support of members of the community, I slowly start to see my project more and more possible.
Title: Re: World Arena project
Post by: toviciao on January 25, 2014, 06:29:36 AM
Excuse me Nedflandeurse, I put all the photos unintentionally. What I meant is that in the third picture, the enemies on the right, reminded me of the Stone Protectors
Title: Re: World Arena project
Post by: nedflandeurse on January 25, 2014, 02:02:37 PM
Got it!
Yes he kind of looks like Stone protectors.  :D
Title: Re: World Arena project
Post by: BeasTie on January 26, 2014, 12:51:56 AM
Looking really cool.

What resolution is this mod?
Title: Re: World Arena project
Post by: nedflandeurse on January 26, 2014, 03:25:14 AM
Thanks.
I'm using 480 x 272.
Initially, I based it on "Super Fightin' Spirit" by bWWd
Title: Re: World Arena project
Post by: BeasTie on January 26, 2014, 03:46:55 AM
Ah cool, it looked bigger.  Good job on the stages.

Not sure I played that mod, sadly I have not played many mods over the years. 
Only what's easy to download in recent years.   A lot on lavalit I never got around to downloading either.

Man, I still need to make time to play through properly some cool mods released in past year or so.

Look forward to trying this one thou.


Title: Re: World Arena project
Post by: leprechaun on February 13, 2014, 04:25:00 PM
 8) niceeeeeeeeeeeeeee
Title: Re: World Arena project
Post by: nedflandeurse on March 01, 2014, 10:01:43 AM
Still working on system.
Bloodbane and thecomunity are still around to give me code suggestion by PM, thanks guys. :)

It's a pain in the @$$ to have a proper pin system working.
For this time, I tried a non-scripted pin system.
because I can't find a way to create a grapple move as an OTG only...

Finally, it's a little buggy, but it works. It's a cancel from a cloned attack1 anim.

1- attack1 (works normally) "A"
2- attack1 clone "D, A" (highlighted for debugg)
3- If there is an OTG hit, it cancels to the pin.

My only complaint about it is "attack1 clone" is not a real punch since it hits only OTG. But this is more than correct for a non professionnal game :D
Title: Re: World Arena project
Post by: leprechaun on March 03, 2014, 03:57:53 PM
i create 1 song for you :)

rock nervoso (http://www.youtube.com/watch?v=XOeDZVYaRE4#)  8)
Title: Re: World Arena project
Post by: nedflandeurse on March 03, 2014, 06:25:43 PM
Great! You really got the feeling I was aiming for!
I was thinking of a theme for select screen, but finally it will be better for "the intro".
I will certainly use it for "final boss battle" and "finals" in "wrestling modes"
Thanks so much, Leprechaun! :D

Do you think a less heavier version of the same theme can be done.
I mean, something simplier for "select screen"
just the introduction of track, then a loop of the theme...
Title: Re: World Arena project
Post by: leprechaun on March 03, 2014, 07:11:17 PM
I can try to risk creating something

I can pick up the same track and try to mix some other beats

so i cure drunkenness carnival Tetar'll take my chances on something new for you .. if you have a demo of your project send me :)
Title: Re: World Arena project
Post by: nedflandeurse on March 04, 2014, 05:43:01 AM
OK, let's talk about it in PM :)
Title: Re: World Arena project
Post by: leprechaun on March 05, 2014, 03:10:36 AM
in 2 days i have new song for you ;)

i work in new song  8) 8) 8) 8) 8) 8) 8)
Title: Re: World Arena project
Post by: nedflandeurse on March 05, 2014, 05:44:34 AM
Good news!! :D
Title: Re: World Arena project
Post by: leprechaun on March 10, 2014, 04:01:15 AM
new song is 90%

please send me pictures of you project !!!

i used in video ;)
Title: Re: World Arena project
Post by: nedflandeurse on March 10, 2014, 06:22:08 AM
Great!!
I PM you the pics you can use.
Title: Re: World Arena project
Post by: nedflandeurse on March 11, 2014, 04:43:11 PM
A little update in the game system.
I'm working on PIN move (wrestling modes only)

(http://i.imgur.com/z5Qx8Xj.jpg)
The move itself seems to work perfectly and can be cancelled by an enemy who interfers... 8)
Now I will code the failed version of pin (if enemy have too much enemy energy)

This is going to be epic!! ;D
Title: Re: World Arena project
Post by: maxman on March 11, 2014, 04:57:33 PM
That system is interesting, dude! :D Wonder if there are going to be enemies interfering you while pinning. (WWE and Saturday Night Slam style) Great job, man!
Title: Re: World Arena project
Post by: O Ilusionista on March 11, 2014, 05:00:24 PM
oh, that is SUPER COOL!
Title: Re: World Arena project
Post by: nedflandeurse on March 11, 2014, 07:06:27 PM
That system is interesting, dude! :D Wonder if there are going to be enemies interfering you while pinning. (WWE and Saturday Night Slam style) Great job, man!
@maxman :
The move itself seems to work perfectly and can be cancelled by an enemy who interfers... 8)


oh, that is SUPER COOL!
Thanks, friend!
Title: Re: World Arena project
Post by: leprechaun on March 12, 2014, 10:00:08 AM
NEW SONG !!!!!!!!!!!!!!  8)

http://youtu.be/CoNqBQIqHdM (http://youtu.be/CoNqBQIqHdM)

I used the same guitars before but with several modifications
and new keyboards

I will soon present new music for you hope you like it See you :)
Title: Re: World Arena project
Post by: BeasTie on March 12, 2014, 08:29:02 PM
Nice work, it really does sound like 90s wrestling/fighting game music.   8)

The keyboards were a good addition!
Title: Re: World Arena project
Post by: Shaybe on March 12, 2014, 08:56:27 PM
Awesome song!
Title: Re: World Arena project
Post by: leprechaun on March 13, 2014, 04:21:06 AM
thanks  :D

this week I'll start working on a new song for the project :)
Title: Re: World Arena project
Post by: nedflandeurse on March 13, 2014, 04:59:39 AM
Great job, again... 8)

I think, I have my "wrestling modes" "character select" music...
I can't wait to see what's comming ;D
Title: Re: World Arena project
Post by: leprechaun on March 13, 2014, 01:02:09 PM
I thought this music being used at some stage
and the earlier presentation on the selection screen or any special moment of the game ..

More is at your discretion ..
as the next song I'm thinking of doing something more psycodelico and serve to calm some bizarre moment of the game

show the result soon :)
Title: Re: World Arena project
Post by: jiam on March 16, 2014, 06:15:39 AM
A little update in the game system.
I'm working on PIN move (wrestling modes only)

(http://i.imgur.com/z5Qx8Xj.jpg)
The move itself seems to work perfectly and can be cancelled by an enemy who interfers... 8)
Now I will code the failed version of pin (if enemy have too much enemy energy)

This is going to be epic!! ;D

 I have wanted to see it in motion  ;)
Title: Re: World Arena project
Post by: O Ilusionista on March 18, 2014, 09:23:09 PM
Me too, you could record a new movie :)
Title: Re: World Arena project
Post by: leprechaun on March 21, 2014, 06:54:34 PM
hello friend

good news 4 new songs ready

I thought about creating theme songs inspired by old wcw
I would send you this job for you to analyze :P
Title: Re: World Arena project
Post by: nedflandeurse on March 25, 2014, 08:42:17 AM
I have wanted to see it in motion  ;)
Me too, you could record a new movie :)

This is all I can do because of my crappy PC and internet connection.
animated gif of it.
-1st - cancelled pin (by enemy, still able to fight)
-2nd - cancelled pin (by Rachel, who want to take her time :D )
-3rd - successful pin (enemy cannot cancel it)

(http://i.imgur.com/LRGqMJh.gif)

I'll try to include random aspects on it to make it more "breath-taking".
I mean, even if evemy is almost killed, there is chance for the pin to be cancelled.
This recreates the famous situations you can see in some pro wrestling matches...
BB is helping me to apply both random and life checking settings (not an easy task)

I like how the project is turning... :)
Title: Re: World Arena project
Post by: leprechaun on March 25, 2014, 11:03:27 PM
you received my email ?????


NEWS !!!!!!

NEW EXCLUSIVE SONG IS 80%  8)
Title: Re: World Arena project
Post by: BeasTie on March 25, 2014, 11:16:02 PM
@ned - looks awesome!!
Title: Re: World Arena project
Post by: nedflandeurse on March 26, 2014, 07:41:32 PM
you received my email ?????
Yes! Check your PM

@ned - looks awesome!!
Thanks, still buggy for the moment, but no major problems. :)
Title: Re: World Arena project
Post by: jiam on March 29, 2014, 04:20:47 AM

(http://i.imgur.com/LRGqMJh.gif)

looks great
Title: Re: World Arena project
Post by: leprechaun on March 29, 2014, 06:05:07 PM
NEW SONG !!!!!!!!!!!!!!  8) 8) 8) 8) 8) 8)

http://youtu.be/QurSFkU5hLw (http://youtu.be/QurSFkU5hLw)
Title: Re: World Arena project
Post by: nedflandeurse on March 30, 2014, 06:25:22 AM
good one.
I think I'll use your tracks mostly for boss, intro and cinematics.
It can fit better on it.
Title: Re: World Arena project
Post by: leprechaun on March 30, 2014, 11:50:25 AM
I was inspired for this stages that take place in chinatown

or can be thema music of a character of Japanese or Chinese nationality 8)
Title: Re: World Arena project
Post by: nedflandeurse on April 01, 2014, 03:52:53 PM
I was inspired for this stages that take place in chinatown

or can be thema music of a character of Japanese or Chinese nationality 8)

OK!


(http://i.imgur.com/LRGqMJh.gif)

looks great

Thanks, glad you like this concept! :D
Title: Re: World Arena project
Post by: nedflandeurse on April 21, 2014, 02:50:27 PM
A little something I add to the system.
The possibility to push back your opponent during a grab (grab cancel)
(http://i.imgur.com/hZPTAhg.jpg)

Still on the works:
-Pick up enemy system - (I have the skills for this one)
-Counter move - (might not be that hard to do)
-Hopping drop move - (just need to be sprited)
-Super move 3 - (stuck for months because of a multiple landframe problem)

-Triangle jump system... (later I think...)
-Get in the ring system... (no one seems to know how to do it ATM)
-Pick up obstacles (Ilu might help me on this one)

Again thanks for the precious help community gives me in PM or the forum.
Title: Re: World Arena project
Post by: leprechaun on April 27, 2014, 09:01:35 AM
NEW SONG ;)  8) 8) 8) 8) 8) 8) 8) 8)

http://youtu.be/F5Gz_62WUPc (http://youtu.be/F5Gz_62WUPc)

Title: Re: World Arena project
Post by: BeasTie on April 28, 2014, 12:51:11 AM
Nice friendly stage music. Guitar sounds nice, not something you normally hear in a game.  This could be great for a 'Mexico City' stage. ;)

Your mixes are pretty good, I just think they need some levels tweaked. Somethings are too loud and others too soft.  For this track percussion needs to be much louder.  Elec piano in background could also be louder.
Title: Re: World Arena project
Post by: nedflandeurse on April 28, 2014, 03:28:36 AM
Yes, cool one!
I can recognize samples from a previous track you did.  ;)

I would say the same for sound level of  few samples.

Just one thing bugs me a little : the fact, there is a little too much kind of samples mixed. Try to be a little more "conscistent" I mean, keep one style with few variations.
"More" don't means better

This kind of rhythm with a more aggressive feeling would be nice for Mexican wrestler fights. I mean with powerful drums and perhaps bnadass bass...
Title: Re: World Arena project
Post by: leprechaun on April 28, 2014, 08:04:51 AM
I wanted to innovate the maximum that using the maximum of resources I had at hand

this was not a very tiring job as earlier I just did it and thought it could be used in a quiet part of the game

I'm working on a new one soon to put here

as the volume of hits unfortunately I will not have to change this music because I deleted the project file
Title: Re: World Arena project
Post by: O Ilusionista on April 28, 2014, 09:39:02 PM
NEW SONG ;)  8) 8) 8) 8) 8) 8) 8) 8)

http://youtu.be/F5Gz_62WUPc (http://youtu.be/F5Gz_62WUPc)

Don't get me wrong, but it looks like a copy and paste, not a real music.
There are instruments in different tones, at 0:08 it changes on a very strange way, then at 0:48 is like someone on the band is playing a totally different song.
Title: Re: World Arena project
Post by: leprechaun on April 29, 2014, 08:07:53 PM
Obviously you will find strange
because it is not a song made ​​by a band
but created several programs to alert sounds

this is not the best of my work over this controversy had surely is a good thing for the music itself 8)
Title: Re: World Arena project
Post by: leprechaun on May 04, 2014, 01:15:50 PM
hello friends

I created a new music for the project
great my friend who plays in a punk band here in Brazil helped me recording the bass line .. I found that I am very special as this and a very dear friend I have in Brazil

the rest took inspiration in black music 80's and mostly by my taste for black women rsrsrsrsrs

and a pen so I never get along with black women: (

and then I hope you enjoy the track it is unique to the world arena project

have a nice day people ;)  8) 8) 8) 8) 8)

http://youtu.be/MhkQY_tdzow (http://youtu.be/MhkQY_tdzow)
Title: Re: World Arena project
Post by: nedflandeurse on May 06, 2014, 02:28:08 PM
Some changes to announce. :)

I'm no more interested to describe a 90/2000 feeling (PSX era)
I'll try to match with 80/early 90 8-16bits era (graphics and music type)
So I will change some game graphics, sound FX and music to match it.

Also, no more wrestling mechanics at all (for the moment)  :P
I want to focus on Beat em up brawling on the streets.
Adding wrestling in this game takes too much time.
(get in the ring, ropes use, turnbuckle system and more... I can't code it)
I'll restart working on it in several months if I have motivation and time for it.

I will certainly change the game title to something more "streets of rage" oriented.

I will still use some of Leprechaun's music (90/2000 type) for a special mode.
Perhaps in a stand alone game. not sure.

Last thing I did:
Adding a move that hits OTG and stand enemies.
Also used as a finisher in running combo attack

(http://i.imgur.com/RBLHazq.jpg)
Title: Re: World Arena project
Post by: crimefighters3 on May 06, 2014, 04:23:14 PM
Great news, there are more than enough wrestling games but awesome beat em ups not so much, this project looks great so far.
Title: Re: World Arena project
Post by: Don Vecta on May 08, 2014, 12:59:14 AM
Nothing wrong with it. You can keep the wrestling theme without being a wrestling theme, a-la Knuckle Bash. That beat 'em up worked quite well. :P
Title: Re: World Arena project
Post by: nedflandeurse on June 01, 2014, 05:25:27 PM
I'm experiencing text messages ingame.
This one will be for all VS levels (1 on 1 duels)
(http://i.imgur.com/dAUyXgC.jpg)

I use something Apescot uses, displayig a text entity "complete" as a fake Boss.
So it happens only in level ending. It works pretty well.

I'm adding now other text messages
"FIGHT" for 1 on 1, "READY" "GO" for bonus stages, "SURVIVE" for zombie mode, "STAGE CLEAR"...

Now, I'll try to find a way to make a win pose for players.
Perhaps based on some pain anim from an attack by text entity "YOU WIN"...?

Thanks for the support and advice, guys. :)
Title: Re: World Arena project
Post by: nsw25 on June 01, 2014, 06:47:36 PM
Power rangers mod by 'Mersox' has win poses, should check that out
Title: Re: World Arena project
Post by: BeasTie on June 01, 2014, 09:59:32 PM
Bloodbane has the solution for victory pose, he has told me before, but I can't find where he mentioned it.
Title: Re: World Arena project
Post by: nedflandeurse on June 02, 2014, 05:18:13 AM
Thanks guys, I'm checking the mod.
And I'll ask BB about win poses too.
Title: Re: World Arena project
Post by: midnightrider on June 02, 2014, 12:13:34 PM
Oh, awesome!

I always felt adding some more wrestling mechanics would enhance the beat 'em up genre. Toward the end(the move to 3D gaming) there had already been running strikes, attacking enemies on the ground,  the use of "foreign objects(referring to melee weapons, of course)," and the grab introduced in Final Fight was basically a pro wrestling grapple. On top of a lot of throws effectively being a suplex anyway, as well as a number of beat 'em up protagonists having been pro wrestlers. I think Vendetta even allowed you to counter attack while you were on the ground. Oh, and Kassar(obviously supposed to be Zhang Fei) in Warriors of Fate had a submission-like move(like a reverse Canadian backbreaker) for his default grab attack. Plus a bite that works similarly with down + attack, during a grab. Come to think of it, from Streets of Rage 2, I guess Max's default grab attack, and Skate's back-of-the-head-punching work similarly too.

TL:DR: The genre already borrowed a lot from wrestling.
Title: Re: World Arena project
Post by: leprechaun on June 02, 2014, 09:07:41 PM
i loved this idea  8) 8) 8) 8)
Title: Re: World Arena project
Post by: BeasTie on June 02, 2014, 11:28:48 PM
@midnightrider

Very true, pro wrestling was at it's peak in the 80/90s and it made it's way into everything.  Most games in the day were copying action movies or pro wrestling for designs.  Also in Japan wrestling was huge at the time and many games were made there.

Many wrestlers have had their likeness stolen for games, these days you would get sued for it.

Cool page at scrollboss website concerning this
http://scrollboss.illmosis.net/mw.php?page=bootlegwrestlers (http://scrollboss.illmosis.net/mw.php?page=bootlegwrestlers)

Title: Re: World Arena project
Post by: Bloodbane on June 03, 2014, 01:53:29 AM
I use something Apescot uses, displayig a text entity "complete" as a fake Boss.
So it happens only in level ending. It works pretty well.

 Why would you need to use fake boss for "complete" Text? you can just spawn the text + delay entity at end of level. The delay entity will 'hold' the level before it ends.

Quote
Now, I'll try to find a way to make a win pose for players.
Perhaps based on some pain anim from an attack by text entity "YOU WIN"...?

 There are 2 ways to do this:
1. Use script in level text to change player's animation to Winning pose animation directly
2. Spawn entity with scripts in it. The script changes player's animation to Winning pose animation

 #1 is efficient and direct but it's unstable if player can't stand still when he/she is supposed to enter winning pose. #2 is the solution which solves that issue. mersox and ....... k_du_mal use the script I gave them some time ago

 This is the demo I used to show the technique:

http://www.mediafire.com/?391btazaag24z14 (http://www.mediafire.com/?391btazaag24z14)
Title: Re: World Arena project
Post by: BeasTie on June 03, 2014, 02:46:45 AM
TYVM for posting this info again Bloodbane.
Title: Re: World Arena project
Post by: nedflandeurse on June 03, 2014, 06:42:14 AM
Awesome! It works really well.
Thanks for your help.

I edited it a bit to allow using another follow anim.
Also, I created a 2nd delay to customize timing before and after win pose.

But I can't display anymore the proper text message "YOU WIN"
It automatically "close" the screen after win pose...


Initially, this is my win message entity:
Code: [Select]
name End1b
type text
subtype  noskip
shadow 0
setlayer    200#10#-1
#flip 1
lifespan   20#6#auto destruct time(en secondes)
#facing 3
animationscript data/scripts/slam.c

anim idle
loop 0
delay 4#2
offset 240 270
bbox 0 0 0 0
sound data/sounds/foulewin.wav#1
#### @cmd spawn06 "count1" 240 3 270#240 270 3#29 76 3#--name x y z--
frame data/sprites/wintxt.gif
sound data/sounds/win.wav
frame data/sprites/empty.gif
frame data/sprites/wintxtb.gif
frame data/sprites/empty.gif

frame data/sprites/wintxt.gif
frame data/sprites/empty.gif
frame data/sprites/wintxtb.gif
frame data/sprites/empty.gif

# sound data/sounds/win.wav
frame data/sprites/wintxt.gif
frame data/sprites/empty.gif
frame data/sprites/wintxtb.gif
frame data/sprites/empty.gif

sound data/sounds/foulewin.wav
frame data/sprites/wintxt.gif
frame data/sprites/wintxt.gif#empty.gif
frame data/sprites/wintxt.gif#wintxtb.gif
frame data/sprites/wintxt.gif#empty.gif
frame data/sprites/wintxt.gif#wintxt.gif
frame data/sprites/wintxt.gif#empty.gif
frame data/sprites/wintxt.gif#wintxtb.gif
frame data/sprites/wintxt.gif#empty.gif

delay 520#260####120#70#50#45#35#25
sound data/sounds/foule4.wav#2
frame data/sprites/wintxt.gif

#disparait
@cmd killentity getlocalvar("self")
frame data/sprites/empty.gif#paus1.gif


#375


This is how I spawned it (as a boss initially)
Code: [Select]
spawn end1b
flip    1
boss    1
coords 240 448 0#240 500 0#-80 500 0#240 270 0#-8 250#x z a
at      0

The meaning to use it as a boss is to have a custom music to come with :
empty track to make silence + a wav "sound" of win theme

Now, I'm asking how can I reach this "goal"

-enemy beaten
-delay-----start silence here (until end) -STOP MUSIC
-victory1-----Win message with wav sound win music (not stoping the action?)
-victory2-----
-delayB-----nothing special here

How can I make these music stop, sounds and effects display?

The problem with boss entity for win message was it was sometime displayed in wrong place as a spawned boss. Something that never happens with "subentity" command.
Title: Re: World Arena project
Post by: nedflandeurse on June 06, 2014, 04:54:00 PM
These last days I started updating various parts of the game.
Small progresses, but interesting things start to become more clear for me.

I have a begin of way to make "get in the ring system" I'll work seriously on it, once the other things are fixed.

I replaced the old "frankensteiner" move of Rachel, with a "body slam".
IMO, it's a better move to use because it literally can launch your enemy in a "crowd" of other punks. Perfect for a beat'em up.
(http://i.imgur.com/2iUXdbl.jpg)

I updated the old slam "headlock" to some system using the same sprites, but more fun to play.
from regular grab, there will be 2 other "grab starters" to follow, the use one finisher
-UP+BLK : Head grab (really little damage)
       A, A, A : Head lock
       A2, A2, A2 : Head lock slam

-DWN+BLK : Leg grab (really little damage)
       A, A, A : Heel lock
       A2, A2, A2 : giant swing (?)

Here you can see headlock starter, then headlock cancel (far more powerful)
(http://i.imgur.com/3Gao8Mv.jpg)
Rachel will have only this kind of "limited" chain throws.
Aaron, the big Black man comming next will use more complete chain throw system.

I think I will next update Rachel's palette work.
It's completly f*ck'd up and need clearing.
At least adding new colors in her axisting palette to allow her to use various weapons soon. :)
Title: Re: World Arena project
Post by: BeasTie on June 07, 2014, 03:36:06 AM
Awesome work as always!
Title: Re: World Arena project
Post by: nedflandeurse on June 07, 2014, 01:24:08 PM
Thanks bro!  :D
Title: Re: World Arena project
Post by: nedflandeurse on July 07, 2014, 08:02:03 AM
I finalised the "head grab" system.

Headlock cancel = done
Headlock slam = done

You can see some frames of headlock slam in action.
Cool move!
(http://i.imgur.com/AsYzxzE.jpg)

I changed the number of imput to release the cancel move itself.
instead of 3 imputs (A, A, A), this is now (A, A, A, A, A)...
THis give this system more interest, because it's not so easy to do the cancel.

I'll do the same for "leg grab system"

AAAAA = Heel lock
A2A2A2A2A2 = ?? (still thinking about this 2nd move)...

If there is wrestling fans here, you might help me finding a 2nd move to do from this leg grab starter:
The starter is "dragon screw"
(http://i.minus.com/ibsIOElPiYXb80.gif)

Then Rachel goes to a "start position" where she grabs her opponent leg when he's lying down.

I'm looking for a 2nd move to do from this starter (Heel lock is the first)
figure 4 is a little too similar... Any ideas? If you have suggestions or moves you would like her to use, just say it. :)
Title: Re: World Arena project
Post by: BeasTie on July 07, 2014, 09:00:33 AM
Nice work dude, it looks really good.

lol In that video the guy taking the dragon screw kinda botched it a bit, probably hurt himself. 
(Pretty sure that's Buff Bagwell)

Figure 4 is pretty classic move, both it and ankle lock are considered finishing moves.
(Ken Shamrock and Kurt Angle used the ankle lock, Ric Flair of course famous for the figure 4.)

So if you don't want a figure 4, the other classic move would be the 'Sharpshooter' made famous by Bret Hart and used by countless people others. (these types of moves are called a grapevine hold)

(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcR1LCRJFo9zPpDE8MUY_ZnyBtaXJTKS-QJuEf-XAuKq7ig3lnEf3YSdnTJc)

Pretty obvious one, but I really can't think of many interesting leg moves that would work or look cool in 2D.

As you can see most leg submissions are just modified ankle locks or different versions of leg grapevines (like the sharpshooter)
The Top Ten Leg Submissions in Wrestling History (http://www.youtube.com/watch?v=TcGaZFJhoGU#)

This video contains some great Japan style submissions, and some new ones that were only invented in recent years. 
But the sharpshooter is #1 and figure 4 is #2 - can't beat the classics! ;D
Title: Re: World Arena project
Post by: HOLDPERSON on July 07, 2014, 09:38:19 AM
Wow. It looks like this game will kick total ass!!! I love the fact that you are using Tia´s sprite from Breakers. That game has such great sprites I´m surprised people don´t use them some more
Title: Re: World Arena project
Post by: nedflandeurse on July 07, 2014, 04:52:51 PM

Thanks for the sugestions, man!
I thinked about 'Sharpshooter', but it involves adding new get hit sprites...
I'll look again around If I can get more inspiration.

Otherwise, I'll add the 'Sharpshooter', It's a good move.

@HOLDPERSON
Thanks, Breakers sprites are well detailed and gorgeous sprites, they are a little bigger than most of classic fighting games. Sometimes it's difficult to make enemies matching with my character size.

Also for my first characters to use I had the idea of a Woman with a design descent to be used as a base for a brawler/wrestler woman. And it with classic style sprites (Fatal fury, SF2, Karnov...) So Tia was the best base.

After the wrestlers I have some WIP characters to come. One of them will be based on Dao Long...
Title: Re: World Arena project
Post by: BeasTie on July 07, 2014, 11:34:46 PM
Yeah sorry sharpshooter i figured you thought of, figure 4 isn't really the same as a heel/ankle lock thou, so you still have that option. 

Thou, maybe instead of another finisher/submission, she could have a pinning move, like a bridged hold.
(http://upload.wikimedia.org/wikipedia/commons/thumb/1/13/Addy_Starr_Muta_lock.jpg/300px-Addy_Starr_Muta_lock.jpg)
Wraps the feet first, then the head.  Female wrestlers often use this one.

Or even thou you start the move from the feet, she could roll onto his back for a head submission. 
Like a Camel Clutch or something similar.
(http://ringbellesonline.com/wp-content/uploads/2013/04/1-Shanna-Erin-Angel-300x286.jpg)


Or she could just do a jump move, like a moonsault or senton onto them.
(http://1.bp.blogspot.com/-VrfMeD2dJXU/UQ2HjfLE8iI/AAAAAAAA1Os/34TCCCIqdmI/s1600/2-2-2013+4-39-15+PM.jpg)
Title: Re: World Arena project
Post by: nedflandeurse on July 08, 2014, 04:07:45 AM
I like this bridge hold 8)
(http://upload.wikimedia.org/wikipedia/commons/thumb/1/13/Addy_Starr_Muta_lock.jpg/300px-Addy_Starr_Muta_lock.jpg)

About figure 4, I'm just thinking it is a little too similar visually in a 2D game.
I still love this move! Rick Flair's style :D

The idea of a moonsault interests me.
This way you'll have AAAAA=hold, A2A2A2A2A2 = "strike"

Also thinking of Romero hold:
(http://farm8.static.flickr.com/7127/8164368587_a43fe18c1e.jpg)
In a 1 big hit way (not really holding it)


About camel clutch, I don't use it here because I reserve it for the PICK UP system. (Still WIP)
Basically you wall to a grouned enemy. Do "DOWN + A3" to start the pick up.
On hit it goes to pick up starter. Their are the cancels:
-A3 immedialy, will actually pick up enemy and make them standing (dizzy)
-A : slap (possible 3 times)
-FWD + A : camel clutch
-BACK + A : chain throw starter
-(waiting) : release enemy
Title: Re: World Arena project
Post by: BeasTie on July 08, 2014, 06:44:05 AM
I thought you might like that one, I didn't suggest that other hold cause she's wrestling that fat guy lol

The moonsault would definitely be cool, it could also be done while running.
Title: Re: World Arena project
Post by: nedflandeurse on July 08, 2014, 08:23:33 AM
I thought you might like that one, I didn't suggest that other hold cause she's wrestling that fat guy lol
Yes, naturally :)
But I'll ignore size, weight comparing unless the enemy is really giant (Hugo type size)

Also there will be female enemies even some very little characters like this one :
(http://www.spriters-resource.com/resources/sheets/50/53555.png)

The moonsault would definitely be cool, it could also be done while running.
:)
Title: Re: World Arena project
Post by: leprechaun on August 01, 2014, 05:01:05 AM
I made a new song

do not know if it will please put vocal lines and many trance and house
I hope you enjoy

big hug to all

http://youtu.be/oaoNOS7ez6U (http://youtu.be/oaoNOS7ez6U)
Title: Re: World Arena project
Post by: nedflandeurse on August 08, 2014, 07:26:34 AM
Please don't "double post" your video everywhere ???
http://www.chronocrash.com/forum/index.php?topic=1411.msg21403#msg21403 (http://www.chronocrash.com/forum/index.php?topic=1411.msg21403#msg21403)

No offence,
You don't need to post every single video in both threads.
Just keep it for your music thread, I'm still following it :)
Title: Re: World Arena project
Post by: nedflandeurse on August 08, 2014, 07:33:37 AM
I volontary do a 2nd post to make separation with my previous post.

Again, I'm working on the game system.
(I don't have much time these days, because I'm working on a collaborative comics project that will be printed in August-September)

I implemented low grab system.
Grab, Down+G = leg grab starter (dragon screw)
Pictured here:

(http://i.imgur.com/NYKjaLc.jpg)

I haven't added leg grab cancels yet.
It will come as soon as I get more time.
Title: Re: World Arena project
Post by: O Ilusionista on August 08, 2014, 09:19:01 AM
Please don't "double post" your video everywhere ???
http://www.chronocrash.com/forum/index.php?topic=1411.msg21403#msg21403 (http://www.chronocrash.com/forum/index.php?topic=1411.msg21403#msg21403)

No offence,
You don't need to post every single video in both threads.
Just keep it for your music thread, I'm still following it :)

I already warned him about this by pm, but he did again. If this happens again, I will take other actions.

Quote
I implemented low grab system.
Grab, Down+G = leg grab starter (dragon screw)
Pictured here:

Oh, that is very cool!
Title: Re: World Arena project
Post by: nedflandeurse on August 11, 2014, 11:51:27 AM
Few basic updates in the system.

(http://i.imgur.com/vUwhAOp.jpg)

I added a button mashing feature to the grab attack system.
Basically :
grab attack1 (1 knee)
grab attack1 (1 knee)
grab attack2 (axe kick)

Dugring any grab attack1 imput A A A A will cancel to powerfull kneebash
Resulting in an up to 7 hits bash


I updated the ducking/system, making it able to actually escape most of high attacks like "lariat"

Really nice to use it to surprise the enemy in the back
Title: Re: World Arena project
Post by: BeasTie on August 11, 2014, 11:44:28 PM
Cool addition
Title: Re: World Arena project
Post by: leprechaun on August 18, 2014, 11:28:25 AM
ok baby i never post in your topic again

 :-X

Title: Re: World Arena project
Post by: nedflandeurse on October 09, 2014, 07:10:52 AM
Small update on enemy grapple system.
(will be used for most of the enemies)

(http://i.imgur.com/Glk9rRP.jpg)

Mex can now slam in various ways:
-Regular grab attacks (2nd picture)
-Close special grab atempt
    -> can cancel to body slam (4th picture)
    -> can cancel to power bomb (3rd picture)
-Far special grab attempt (happens few times)
    -> cancels to back breaker - torture rack (1st picture)

I used slams attempts based on player distance/range (and random script for 3 and 4)
This way it "simulates" a good random set of moves.


I'm also working on a new walk anim for Rachel.
I do it from scratch as you can see.
(http://i.imgur.com/NICYaml.jpg)
This will be used for weapon version entities or other situations where regular "fighting" walk is not required.
Title: Re: World Arena project
Post by: O Ilusionista on October 09, 2014, 09:18:00 AM
ho ho ho this is pretty cool!
Title: Re: World Arena project
Post by: nedflandeurse on October 10, 2014, 11:17:01 AM
Thanks.
Initially, I based the "distance system" on the one used by Maggas for his enemy ver. of Muscle Power.

Nothing really complex, but it works well.
Title: Re: World Arena project
Post by: maxman on October 10, 2014, 10:16:04 PM
Ha ha ha! Looking good with the scratch sprite and the enemy slams. ;)

Title: Re: World Arena project
Post by: Bloodbane on October 11, 2014, 01:12:07 AM
 Good start! how many frames you planned for this new WALK animation?
Title: Re: World Arena project
Post by: nedflandeurse on October 11, 2014, 05:56:55 AM
Thanks
I used 2 references for the new walk :

-Blaze Fielding SOR3
http://www.spriters-resource.com/resources/sheets/21/22699.png (http://www.spriters-resource.com/resources/sheets/21/22699.png)
-Kurokishi (purple hair ver.) Denjin Makai
http://www.spriters-resource.com/resources/sheets/42/44827.png (http://www.spriters-resource.com/resources/sheets/42/44827.png)

Both have 6 frames.
After testing it, I'll might add 2 transition frames for a total of 8.
Title: Re: World Arena project
Post by: nedflandeurse on November 03, 2014, 02:31:37 AM
Game system progreses slowly, but again, I would like to add most of the feature to my templates player/enemy/NPC, so I can save time in the future.

I also added a table to the breakable obstacles.
For the moment, only few moves can break it.
I'll try to fix it later...

(http://i.imgur.com/rInD5oL.jpg)
Title: Re: World Arena project
Post by: nedflandeurse on December 13, 2014, 09:35:08 AM
Really busy these days I haven't touched coding this much last times.
New walk implemented to Rachel. Just like I talked before.
(https://i.imgur.com/Qf7vEZP.jpg)
Will be used for weapons walk anim (with some edit)
Title: Re: World Arena project
Post by: Don Vecta on December 13, 2014, 09:50:40 AM
You know, I reaaaally would like to try this. Something new like wrestling instead of the typical beat 'em up or versus game. Looking good!
Title: Re: World Arena project
Post by: D@rin on December 13, 2014, 05:41:02 PM
Really busy these days I haven't touched coding this much last times.
New walk implemented to Rachel. Just like I talked before.
(https://i.imgur.com/Qf7vEZP.jpg)
Will be used for weapons walk anim (with some edit)

Maybe you can make this the default walk animation?

Good mode I see you used Tia from Breakers Revenge? Am I correct?
Title: Re: World Arena project
Post by: maxman on December 14, 2014, 07:27:57 AM
Hey. You really got great skills in spriting from scratch for Rachel, Ned! That walk of hers could be animated well and I'm sure it will be pure awesome. Terrific work!
Title: Re: World Arena project
Post by: O Ilusionista on December 14, 2014, 03:14:19 PM
I am waiting this game so much :)
Title: Re: World Arena project
Post by: leprechaun on December 15, 2014, 04:00:20 PM
niceeeee  8) 8) 8) 8)
Title: Re: World Arena project
Post by: nedflandeurse on December 16, 2014, 11:21:34 AM
@All :
Thanks everybody. I'll keep going. :D

You know, I reaaaally would like to try this. Something new like wrestling instead of the typical beat 'em up or versus game. Looking good!
Glad you like, but it's definityly NOT a wrestling game.
I can't code such a thing with my skills.
I decided to drop away the idea of making real wrestling game mechanics.
More a game with some wrestling/fighting feeling on it. You can think of Knuckle bash...
(http://gamesdbase.com/Media/SYSTEM/Arcade/Snap/Thumb/Thumb_Knuckle_Bash_2_-_1999_-_Bootleg.jpg) (http://www.hardcoregaming101.net/knucklebash/Knuckle%20Bash%2003.png)

Also, the game is unstable for the moment. I'm working on various important aspects of my game engine.
I started implementing various features that are in an unfixed status and make the gameplay buggy.
I'm trying to fix these aspects one by one mostly with the help of BB.

Maybe you can make this the default walk animation?

Good mode I see you used Tia from Breakers Revenge? Am I correct?
Perhaps it will become her default walking animation for regular/on the streets/arcade mode

Yes I used Tia, but with several edits parts to have more detailed sprites. (Particulary legs and arms)
Also, she don't plays at all like Tia. 75% of her moves are original or resprited ones.
She's the light/medium grappler type, not really a striker.

Hey. You really got great skills in spriting from scratch for Rachel, Ned! That walk of hers could be animated well and I'm sure it will be pure awesome. Terrific work!
Thanks, As I said I used reference to animate her. only 6 frames, but it looks particulary good.

EDIT :
I finally finished to code back grab move.
(http://i.imgur.com/TGJhfbJ.jpg)
No back grab complex system, only one automatic slam move.
These moves will take 150% of a regular slam (but hard to do)
Title: Re: World Arena project
Post by: BeasTie on January 31, 2015, 08:53:07 PM
You can have additional walks so she could use the current walk when enemies are in range, the other one for normal walking.
Title: Re: World Arena project
Post by: nedflandeurse on April 08, 2015, 10:36:25 AM
You can have additional walks so she could use the current walk when enemies are in range, the other one for normal walking.

Yes!
I think about it, but I use several walk anims (for 4 direction, so it makes it complex)
I'll certainly fix it later.

Some updates on the system again.
I'm particulary updating the wrestling/VS type modes systems.

It will use this give up system.
Based on life of grabbed enemy
(http://i.imgur.com/eJcvYad.jpg)
With some ring sound effect and "give up" voice

BTW : liedown grabbing system (picking up enemy from ground) will be edited.
I use older engine for various compatibility problems, so I had to get rid of some of the pick up system.
It will now be a starter for few grapple moves on the ground... no more a "get the enemy stand" move like in some games.
Title: Re: World Arena project
Post by: BeasTie on April 08, 2015, 11:07:39 AM
Cool!
Title: Re: World Arena project
Post by: dantedevil on April 08, 2015, 06:45:10 PM
Good work Ned!

Your project looks great!
Title: Re: World Arena project
Post by: nedflandeurse on April 27, 2015, 03:47:00 PM
Thanks guys,

I'll update enemies grab system now.
I have to find a way to grab with regular grab from far.
Title: Re: World Arena project
Post by: nedflandeurse on July 06, 2015, 05:56:19 AM
Since I finally have been received in my "professionnal contest". I have a little more time to work on my project.

You guys made incredible prgress these days on your various projects.
This is really pleasant to see such solid features in Openbor mods. :)

These days I worked on OTG grapple system
Basically : a pickup starter

-grab attack (Rachel uses slaps)

-ground grapple starter (Rachel uses snapmare)

---followerA (Rachel uses swinging neck breaker)
-----finisherA (Rachel uses arm bar)

---followerB (Rachel uses dragon sleeper)
-----finisherB (Rachel uses ground sleeper hold)

I added back "turning attack" (??)
A charged move that send enemy in a back turned pain anim.
Open to backstab move (heavy damage)

(see next post for the new stuff)
Title: Re: World Arena project
Post by: nedflandeurse on July 06, 2015, 05:57:31 AM
-Double post to avoid heavy text-
By testing the system progress I can see there is some problems with PIN SYSTEM.
Normally the move acts this way. (VS/wrestling mode only)

-Hit attack button close to a downed enemy will send player to Pin starter

-Pin is an attack with very long liedowntime for enemy
(I don't tried to code it as a slam, because I want other enemies to be able to cancel it by hittin player - It works well!)

-During the pin, player can cancel at any time (basically an anim with attack box that give enemy a shorter lie down fime)

-Enemy can cancel it too if his life is too high
This feature is simulated. Basically player himself check enemy life and play cancel/escape anim if enemy life is too high. (no problem with that, again)

-If pin is not cancelled the count 1 2 3 will "kill" enemy and display a "3 count" text
(pin is completed)

---Now the problems--- ::)
1-TELEPORT PIN
I use this edited DC's script to detect closest liedown enemy (with the help of BB)
Code: [Select]
{// Checks closest enemy's animation & range
// If it's accepted, perform pin attack (ajout de differents "falls" pour rendre compatible avec tous les liedowns...) - (les ajouter tous!!!)
/*Originally smartbomb by
    Damon Vaughn Caskey
    07152008*/

    void self = getlocalvar("self"); //Caller.
    float x = getentityproperty(self, "x");
    float z = getentityproperty(self, "z");
    float b = getentityproperty(self, "base");
    void vEntity;                                       //Target entity placeholder.
    int  iEntity;                                       //Entity enumeration holder.
    int  iType;                                         //Entity type.
    int  iMax      = openborvariant("ent_max");         //Entity count.

    //Enumerate and loop through entity collection.
    for(iEntity=0; iEntity<iMax; iEntity++){
      vEntity = getentity(iEntity);                 //Get target entity from current loop.
      iType   = getentityproperty(vEntity, "type"); //Get target type.

      //Enemy type?
      if (iType == openborconstant("TYPE_ENEMY")){
        float Tx = getentityproperty(vEntity, "x");
        float Ty = getentityproperty(vEntity, "a");
float Tz = getentityproperty(vEntity, "z");
void EAnim = getentityproperty(vEntity, "animationID");
        int EHealth = getentityproperty(vEntity, "health");

        if( (EAnim == openborconstant("ANI_FALL") || EAnim == openborconstant("ANI_FALL2") || EAnim == openborconstant("ANI_FALL7") || EAnim == openborconstant("ANI_FALL9") || EAnim == openborconstant("ANI_FALL10") || EAnim == openborconstant("ANI_FALL14") || EAnim == openborconstant("ANI_FALL25")) && Ty == b && EHealth > 0){
          float Disx = Tx - x;
          float Disz = Tz - z;

          if(Disz < 0){
            Disz = -Disz;
          }

          if( (Disx >= RxMin && Disx <= RxMax && Disz <= Rz) || (Disx >= -RxMax && Disx <= -RxMin && Disz <= Rz)){
            changeentityproperty(self, "position", Tx, Tz);
            changeentityproperty(self, "opponent", vEntity);
            performattack(self, openborconstant(Ani));
          }
        }
      }
    }
}


But if you're close of a standing enemy and try to hit him.
You will be teleported to the closest liedown enemy instead.
(http://i.imgur.com/qTzJwqX.png)

Is this something that can be fixed?


2-PIN A RISING ENEMY
This is something that occur with a particular timing (just before an enemy rises)

(http://i.imgur.com/VSrNGgg.png)

-Basically player try a pin on a liedown enemy (so player is in a crouch type animation)

-Before pin attack box hits enemy, he start rising

-it results in player pinning nothing and enemy stands

To fix that, I could make an attack box on first frame of pin, but I don't want the hit count to increase.

Is there a way (by scripting?) to force an enemy to be on the ground until the actual hit box can hit him?

EDIT :
OK, I just fixed this one.
I choose the easy way with my basic skills.
By adding an hitbox on fist frame of pin (with empty spark, no sound, no hit pause...)
This is my way to force enemy to stay on ground once I have hit attack button.

Any other idea is still welcome. (but not the priority, now)

Thanks
Title: Re: World Arena project
Post by: leprechaun on July 06, 2015, 10:33:28 AM
nice :)   8)
Title: Re: World Arena project
Post by: Bloodbane on July 08, 2015, 03:55:48 AM
Quote
But if you're close of a standing enemy and try to hit him.
You will be teleported to the closest liedown enemy instead.

 I think it's matter of priority and detecting range. From the shots, looks like Rachel's detection range is pretty big
Title: Re: World Arena project
Post by: nedflandeurse on July 08, 2015, 08:40:29 AM
You're right BB, you're so right.
I was watching the wrong place (not a 2 enemy detecting problem)
I should have posted the command entry from attack1 anim...

The problem was the range as you can see:
Code: [Select]
@cmd pinner "ANI_FOLLOW27" -50 250 20#xmin/xmax/zwidth(up-dwn)
This is the value I used for debugging purposes.
I never changed it again after.

I updated it to a far lower value
Code: [Select]
@cmd pinner "ANI_FOLLOW27" -40 80 20#xmin/xmax/zwidth(up-dwn)
It now works perfectly.
Thanks a lot, friend.
Title: Re: World Arena project
Post by: nedflandeurse on August 02, 2015, 11:06:07 AM
Let me show you a little progress.

*Charge attack system. (to use mostly in VS modes)
D F A4 Rachel will do a light slap
If A4 is held it will make her use a powerful slap, turning out enemy
This offer the possibility to use backstab move
(http://i.imgur.com/oPC0iLQ.png)

*Pick up system variation (this particular variation is chain throw system)
(A3 is the button used for OTG system)
D + A3 will pick up enemy
input again A3 will start chain throw (with snapmare move)
Then various A and A2 combinations will make variations.
Rachel is not the chain specialist character so she have few possibilities from snapmare:
-A2, A : dragon sleeper, ground sleeper hold
-A, A2 (pictured here)
(http://i.imgur.com/tonObQj.png)

I'm not sure about sleeper hold as a finisher.
If you have idea for a better finish after dragon sleeper, I'm open to suggestions.
Title: Re: World Arena project
Post by: BeasTie on August 02, 2015, 10:16:24 PM
sounds good to me.  If you wanted the arm bar would work as a good finishing move instead of the sleeper.  Armbar is more of a finisher, sleeper is normally to wear opponent down.  These days you probably wouldn't see a sleeper finish a match, but an armbar is often used as a finisher.  (add a bone crunch sfx to it making sound more devastating)

If you wanted to try something fancier you could so something like Mistico's spinning armbar.

https://www.youtube.com/watch?v=Jt8qcOSEg-o (https://www.youtube.com/watch?v=Jt8qcOSEg-o)

If you want a fatal looking submission then maybe a rear naked choke.
Title: Re: World Arena project
Post by: Don Vecta on August 03, 2015, 06:51:52 AM

I'm not sure about sleeper hold as a finisher.
If you have idea for a better finish after dragon sleeper, I'm open to suggestions.

This kinda reminds me of Armor King's sleeper hold chain grab, where he goes, does a sleeper choke, then take the victim to the ground and the third chain is to be over the guy and smack the hit outta him in the nape. Maybe you just can make her do a neck suplex as a finisher.
Title: Re: World Arena project
Post by: nedflandeurse on August 05, 2015, 05:01:50 AM
sounds good to me.  If you wanted the arm bar would work as a good finishing move instead of the sleeper.  Armbar is more of a finisher, sleeper is normally to wear opponent down.  These days you probably wouldn't see a sleeper finish a match, but an armbar is often used as a finisher.  (add a bone crunch sfx to it making sound more devastating)

If you wanted to try something fancier you could so something like Mistico's spinning armbar.

https://www.youtube.com/watch?v=Jt8qcOSEg-o (https://www.youtube.com/watch?v=Jt8qcOSEg-o)

If you want a fatal looking submission then maybe a rear naked choke.

I'm not talking of an actual finisher for the fight.
This is one of the "chain throw finisher"

Yes armbar will be used as a bone crushing move (not submission type) Since it's already a chain throw, I don't want the move to seem too long.

About Mistico's spinning armbar.
I'll use something pretty similar as a super throw : grab, then B, F, B A2 (consume MP)


This kinda reminds me of Armor King's sleeper hold chain grab, where he goes, does a sleeper choke, then take the victim to the ground and the third chain is to be over the guy and smack the hit outta him in the nape. Maybe you just can make her do a neck suplex as a finisher.

Yes, looks like Armor King's move.

Neck suplex looks like a good option. (but I can't find some good references of the execution)
In Armor King movelist this move is named "heavy fall reverse DDT"
Title: Re: World Arena project
Post by: nedflandeurse on August 13, 2015, 06:31:12 AM
I finally made my choice:

The last combo move throw (to do after dragon sleeper) will be
Surfboard/ceiling type hold.
WIP/mock-up

(http://i.imgur.com/7A5wLDC.png)

This is not accurate to the real hold, because I used a combination of 2 custom damage sprites to do this one (camel clutch and boston crab)
Title: Re: World Arena project
Post by: dantedevil on August 13, 2015, 07:13:26 AM
Great moves my friend!
Title: Re: World Arena project
Post by: maxman on August 13, 2015, 07:47:19 AM
Great mock-up there! I'm sure that player should be at the front when holding like that.
Title: Re: World Arena project
Post by: Edson on August 13, 2015, 12:50:56 PM
I could suggest motion German Suplex or to a Back Suplex, but the movement was very good. :D
Title: Re: World Arena project
Post by: msmalik681 on August 13, 2015, 04:53:04 PM
great project i am amazed at how much effort you are putting into this mod i am sure it will pay off with a prestigious mod enjoyed by many.
Title: Re: World Arena project
Post by: Don Vecta on August 13, 2015, 05:08:10 PM
I finally made my choice:

The last combo move throw (to do after dragon sleeper) will be
Surfboard/ceiling type hold.
WIP/mock-up

(http://i.imgur.com/7A5wLDC.png)

This is not accurate to the real hold, because I used a combination of 2 custom damage sprites to do this one (camel clutch and boston crab)

OMG~! LA TAPATIIIIIIIIAAAAAAAAAAAAAAAAAAAA~! (Mexican stretch). Awesome choice!
Title: Re: World Arena project
Post by: nedflandeurse on August 15, 2015, 05:19:44 AM
Great moves my friend!
Thanks, I'll keep it up.

Great mock-up there! I'm sure that player should be at the front when holding like that.
Player IS in front! Only the feet are hidden (behind enemy's knees)

I could suggest motion German Suplex or to a Back Suplex, but the movement was very good. :D
Yes! but I already used German Suplex as one of her regular throws.
And I try to diversify her moves. :)

great project i am amazed at how much effort you are putting into this mod i am sure it will pay off with a prestigious mod enjoyed by many.
Thanks, I'll try my best to complete the game.
It might not "please" everyone, since it's not based on a prestigious game such as SOR, FF, DD... But I like to create few original characters (edits)

OMG~! LA TAPATIIIIIIIIAAAAAAAAAAAAAAAAAAAA~! (Mexican stretch). Awesome choice!
Yes! There are so much words to name this move :)
Title: Re: World Arena project
Post by: Edson on August 15, 2015, 10:40:55 AM
Yes! but I already used German Suplex as one of her regular throws.
And I try to diversify her moves.

I'm sorry to miss his name, besides Rachel character, which the other characters? The game style is focused on wrestling, so I could see the game will have many moves, you have at some video demonstration? and congratulate for their excellent work. :D
Title: Re: World Arena project
Post by: nedflandeurse on August 16, 2015, 11:03:30 AM
I'm sorry to miss his name, besides Rachel character, which the other characters? The game style is focused on wrestling, so I could see the game will have many moves, you have at some video demonstration? and congratulate for their excellent work. :D

"HIS" name? What do you mean?

Yes the game is "about" wrestling. But this is definitly NOT a wrestling game.
I don't have the skills to code a wrestling game.
learning advanced coding is very hard to me, I don't have this "logic" as an artist. Also learning from english sources is very hard to me.

I don't have uploaded vids, but I'll add new screens soon.

About roster:
A) There will be 3/4 general characters. (It's about weight/power)
Rachel : medium
Aaron : heavy (Big black wrestler based on AODK Sheen)
Vortz : super heavy (name not definitive, but I'll try to recreate Vortz from Tuff-E-Nuff with K-road sprites)

"Girl" : light (based on AODK Kisarah, perhaps it will be her, perhaps some edit)

B) For non-VS modes only there will be in addition these 3 characters:
Kung-fu guy (based on BR Dao Long)
Asian Woman (based on Karnov's Liu Yung Mie)
Street Brawler (based on PI Keith Wayne)

C) + Hidden characters (some of the enemies/bosses you can encounter)

Basically the more advanced characters to code will be A), then B), then C).
Title: Re: World Arena project
Post by: D@rin on August 16, 2015, 12:49:30 PM
HI, will you  use slam masters characters in your project??
Title: Re: World Arena project
Post by: John_Kuey on August 16, 2015, 01:21:33 PM
I'm sorry to miss his name, besides Rachel character, which the other characters? The game style is focused on wrestling, so I could see the game will have many moves, you have at some video demonstration? and congratulate for their excellent work. :D

"HIS" name? What do you mean?

Yes the game is "about" wrestling. But this is definitly NOT a wrestling game.
I don't have the skills to code a wrestling game.
learning advanced coding is very hard to me, I don't have this "logic" as an artist. Also learning from english sources is very hard to me.

I don't have uploaded vids, but I'll add new screens soon.

About roster:
A) There will be 3/4 general characters. (It's about weight/power)
Rachel : medium
Aaron : heavy (Big black wrestler based on AODK Sheen)
Vortz : super heavy (name not definitive, but I'll try to recreate Vortz from Tuff-E-Nuff with K-road sprites)

"Girl" : light (based on AODK Kisarah, perhaps it will be her, perhaps some edit)

B) For non-VS modes only there will be in addition these 3 characters:
Kung-fu guy (based on BR Dao Long)
Asian Woman (based on Karnov's Liu Yung Mie)
Street Brawler (based on PI Keith Wayne)

C) + Hidden characters (some of the enemies/bosses you can encounter)

Basically the more advanced characters to code will be A), then B), then C).

Wait, shouldn't "Aaron" be the super heavyweight, since he has a larger sprite than Vortz? I saw your chosen characters, for this particular project, in one of your avatars by the way.
Title: Re: World Arena project
Post by: Edson on August 16, 2015, 09:06:44 PM
"HIS" name? What do you mean?

Not expressed myself well, I mentioned your name wrong in my last post, I had mentioned Mtrain, so I apologized, for the game is very good, you mentioned more characters and some secret, I have no command of English, perhaps so some words are not left as they should, I'm sorry again.
Title: Re: World Arena project
Post by: nedflandeurse on August 17, 2015, 05:23:33 AM
Wait, shouldn't "Aaron" be the super heavyweight, since he has a larger sprite than Vortz? I saw your chosen characters, for this particular project, in one of your avatars by the way.

My avatars are mostly mockups of my future projects. 3 or 4 of them...

Vortz sprite is not finished, also trust me, his sprite is a little bigger than Aaron's.
Naturally I will not use Vortz SNES sprite (very small sprite)

Basically AODK have slightly smaller characters compared to my 90' regular size.
So :
Vortz > Aaron (AODK)
Rachel > Kisarah (AODK)

"HIS" name? What do you mean?

Not expressed myself well, I mentioned your name wrong in my last post, I had mentioned Mtrain, so I apologized, for the game is very good, you mentioned more characters and some secret, I have no command of English, perhaps so some words are not left as they should, I'm sorry again.

No problem.
Don't worry. English is not my language too, so we do what we can.

HI, will you  use slam masters characters in your project??

They are few edited characters from this game (3 or 4...)
Not very easy because they are very small!!
As a comparation : a 3countbout light character is bigger than a slam masters heavy weight... :)
Title: Re: World Arena project
Post by: crimefighters3 on August 27, 2015, 03:27:53 PM
Can't wait to try this game out Ned.  Keep it up, you are a star!
Title: Re: World Arena project
Post by: nedflandeurse on August 28, 2015, 02:11:19 PM
I'm certainly not a star, just a guy who like drawing, making comics and playing retro games...

No coding skills, no actual interest/time to actually learn it.
So with the few free time I have, I try to progress slowly on it.

I have a particular way to work ("haters" might hate) but I can't continue adding characters and stages if I have not finished full template player and full template enemy.  :)

Rachel (player template) is almost finished (I think...)

Anyway, thanks a lot.
These messages really motivate me to work on it. ;)
Title: Re: World Arena project
Post by: John_Kuey on August 28, 2015, 03:32:03 PM
I did like the Vortz sprite though. Oh well, it's your project after all.
Title: Re: World Arena project
Post by: nedflandeurse on February 17, 2016, 07:58:11 AM
Short update.
Fighting system allows "finish off" move on dizzy opponent.

Basically with custom button (used for taunts, back attack, counter stance...) if used during a run, character will do a lariat.

If the move is done with dizzy enemy, it will cancel to a shining wizard move.
(please, ignore reversed text)
(http://i.imgur.com/a0Idsd3.png)

I'm trying to update my wall/edge jump feature with the great help of BloodBane.
Thanks man!
(This is the thread) : http://www.chronocrash.com/forum/index.php?topic=1528.msg37215#msg37215 (http://www.chronocrash.com/forum/index.php?topic=1528.msg37215#msg37215)

The idea is to use it for ring interaction too in the future.

Title: Re: World Arena project
Post by: Don Vecta on February 17, 2016, 12:36:49 PM
Getting there, getting there! :)
Title: Re: World Arena project
Post by: O Ilusionista on February 19, 2016, 03:30:53 PM
Nice, this is getting better and better.
Any plans for a demo release?
Title: Re: World Arena project
Post by: nedflandeurse on February 20, 2016, 10:11:45 AM
Thanks.
The game is still unstable.
There are moves that block the game because not fully coded.
Rachel don't have all gethit animations of the fighting system.
I'll add them when system is more stable whith enemy.
This is why I'm trying fo fix regular features like wall jump (but I had no chance for the moment)

The problem is I'm working very slowly and I'm getting rusty in few weeks.
Title: Re: World Arena project
Post by: Kerubinsutein on March 26, 2016, 01:07:37 AM
very cool! go on this game!
Title: Re: World Arena project
Post by: leprechaun on March 26, 2016, 09:06:02 AM
very cool project  8)
Title: Re: World Arena project
Post by: nedflandeurse on March 27, 2016, 04:34:16 AM
Thanks guys.
I received support code from nice coders friends.
My wall jump is 100% fixed

I'm trying to make it possible (as a variation) from enemies and obstacles.
The idea is to simulate a jump where you step on enemy's head and obtacles.
Something you can see in AVP and final fight
(http://i.imgur.com/i64qcvY.png)
Hopefully, DC will come back with some appropriate stuff to recreate this feature.
Title: Re: World Arena project
Post by: Damon Caskey on March 27, 2016, 12:05:47 PM
I will friend, and please accept my apologies for being so slow. I'll get it to you soon as I can.

DC
Title: Re: World Arena project
Post by: nedflandeurse on March 28, 2016, 12:51:46 PM
No worries friend, IRL is always a priority to me. :)
Thanks for taking the time.
Title: Re: World Arena project
Post by: Damon Caskey on April 14, 2016, 09:35:50 PM
Good news, script is finished and tested. I'll get some documentation going and package it up for you in the morning.

DC
Title: Re: World Arena project
Post by: nedflandeurse on April 15, 2016, 08:35:53 AM
Good news indeed, friend!
Thanks for taking some of your time to make it possible.
Title: Re: World Arena project
Post by: nedflandeurse on April 28, 2016, 01:47:32 PM
Sorry for double post.
I finally go ahead and created a proper wall jump sprite.
Mostly sprited from scratch.

(http://i.imgur.com/3sdQZ8k.png)
Only the 1st picture is ingame screenshot.

Both 2nd and 3rd are simulations.
This is how jump on obstacle and jump on enemy will look like.

Hopefully these will work with the script of DC.
Title: Re: World Arena project
Post by: BeasTie on April 28, 2016, 02:08:58 PM
Nice,  looking good.  I've got some more obstacles that Lictbringer and I ripped if you're interested.  They will match the sprites you have.  I think some are already posted.
Title: Re: World Arena project
Post by: nedflandeurse on April 28, 2016, 02:25:14 PM
Thanks BeasTie, and yes I'm interested.
I got some of the rips in your project thread, but if there are not posted ones, I would like to give a look at them aswell.

I'm planning an heavy-obstacle interaction mod, so it can be very usefull.
The idea is to have almost empty levels, with everything destuctible as obstacle entities.
Even doors, some of the walls and objects...
Title: Re: World Arena project
Post by: maxman on April 28, 2016, 05:29:24 PM
Looks awesome! I like when she jumps off of her opponent in that shot. Lots of hard work I tell ya. You brought a very big effort in showing the in-game shots. I bet that was hard to implement but you made it.
Title: Re: World Arena project
Post by: nedflandeurse on April 29, 2016, 11:00:36 AM
Thanks Maxman! I liked the  fact Linn Kurosawa can do it in AVP!

The move itself is coded, not really hard .
It uses follow regular system on hit.
JonSilva uses it in his AOF mod (Ryo)

For me the difficulty is the move have to be triggered during jump with jump buton imput.
And it creates some kind of conflict with the fact jump is already pushed just before.

This is why I will use some custom script by DC. Not yet released.
He promised to release it soon. But IRL sometimes takes the control, I know it.

I'm still not sure if the script/function will really fix the problem.
But this feature is still broken, unless I update it with proper script.

An easy way to fix it. The easy one would be to have an imput with A1 or A2.
Title: Re: World Arena project
Post by: Damon Caskey on April 29, 2016, 05:37:30 PM
I had to depart for London (and am still here) before I got documentation done. One thing you need to do as prep work - make sure you have a height setting for your obstacles. That is very important because the jump system uses obstacle height.

DC
Title: Re: World Arena project
Post by: nedflandeurse on April 29, 2016, 07:15:49 PM
I don't know how to define an obstacle height.
I can't find any info about height settings. (Is it in the entity header?)

I personally define a plateform for all my obstacles to make the "walkable"
Is that OK? Or I need something else.

My regular obstacle code.
Code: [Select]
name Box
type    obstacle
cantgrab 1
shadow  0
gfxshadow  1
health  50
diesound  data/sounds/wood2.wav
nolife  1
noatflash 1
offscreenkill  2000
candamage  obstacle npc enemy


anim idle
loop 0
delay 5
offset 43 94
bbox    4 4 77 94
      platform   -5 94 0 0 106 106 12 83
frame data/chars/misc/box1.gif

anim fall
loop 0
delay 8
offset 43 94
hitfx   data/sounds/indirectobsta.wav
attack 4 4 77 94 5 1 1 0 6 30
frame data/chars/misc/box2.gif
frame data/chars/misc/box3.gif

Have a nice trip.
Title: Re: World Arena project
Post by: BeasTie on April 29, 2016, 08:14:11 PM
Just add it in the header.

Code: [Select]
height {alt}

    ~Affects an entity's ability to walk under platforms.
    ~If the platform is higher off the ground than this entity's height, this entity can move under it. Otherwise, it will get pushed out. However if somehow entity get stuck under platforms which are shorter, entity can only change direction and slide (see Animation Types below).
    ~{alt} is measured from the offset point up.
    ~This setting applies to all animation. If you want certain animations to have different heights use 'animheight' (see Animation Data).
Title: Re: World Arena project
Post by: nedflandeurse on April 30, 2016, 03:39:07 AM
So it was really in the header.
Thanks BeasTie, I'll use it.
Title: Re: World Arena project
Post by: nedflandeurse on June 01, 2016, 01:35:28 PM
I finally finished pickup system with all variations.
2nd finisher after dragon sleeper is ceiling hold (pictured here)
(http://i.imgur.com/vr3ZZE4.jpg)
I placed the sparks on enemy's neck and legs. What do you guys thinks of it?

Enemy's position have been simplified to avoid creating complex damage sprites.
So the move is not accurate to a "real" ceiling hold
Title: Re: World Arena project
Post by: Damon Caskey on June 01, 2016, 02:36:26 PM
Looks good, even without special sprites.

DC
Title: Re: World Arena project
Post by: BeasTie on June 08, 2016, 08:06:25 AM
I finally finished pickup system with all variations.
2nd finisher after dragon sleeper is ceiling hold (pictured here)
(http://i.imgur.com/vr3ZZE4.jpg)
I placed the sparks on enemy's neck and legs. What do you guys thinks of it?

Enemy's position have been simplified to avoid creating complex damage sprites.
So the move is not accurate to a "real" ceiling hold

Cool stuff :) 

Having good sound effects could work better than the effect sparks.   I'd reduce the effect sparks to smaller scale, make it white, have it just on the head/neck area. And have a really good sound effect to emphasize the move. 

AFAIK the grapevine on the legs is just to stop them escaping, the move is actually supposed to put pressure on the neck and back rather than the legs.

Not sure if you did something like this already but I had an idea.  You could make certain moves affect the enemies defense or attack %.  So a back submission could lower defense against other attacks.  Working the legs could effect speed, working the arms could affect damage output.  So the more you perform submissions etc, the lower their defense/attack gets.   The pinning system could disallow pinfall until their defense is under a certain amount.  It probably wouldn't be hard to script either.
Title: Re: World Arena project
Post by: nedflandeurse on June 08, 2016, 10:27:48 AM
Thanks

I'm using various sound effects to emphasize the moves.
really few of them are actually "broken bone sounds"
These particular sounds are spawn by an entity when the move finishes enemy.
(Eg. submission move)

The move display is not exactly what I was looking for initially.
It was meant to be a ceiling hold (locking legs and arms)
But to avoid creating more damage sprites, I used a combination of "camel clutch damage" and "boston hold damage"

for most grapple moves I use "sweat sparks"
When the grapple move actually break a bone or hits ground I use a regular spark (but a really fast one) It was really hard to tak the screenshot :)

I like you idea of damages affecting enemy's values.
It seems a little hard for me, but I would gladly add such a system to my wrestling mode :)
It could be something like

Head/neck damage = reduce MP by 5% or 10%
Back damage = reduce defense by 2% or 5%
Arm damage = reduce all attacks by 2% or 5%
leg damage = reduce walk/run speed by 2% or 5%

For the moment, pinning system is only based on enemy's life level.
With a small random factor on it.
It makes sometimes possible to pin an enemy with 15% of life, but it's really rare.
An enemy with 5% of life would be pinned easier.

I'm thinking of adding a bonus score value with winning is done by pin (only in wrestling mode)
Title: Re: World Arena project
Post by: Don Vecta on June 10, 2016, 07:21:34 AM
I like you idea of damages affecting enemy's values.
It seems a little hard for me, but I would gladly add such a system to my wrestling mode :)
It could be something like

Head/neck damage = reduce MP by 5% or 10%
Back damage = reduce defense by 2% or 5%
Arm damage = reduce all attacks by 2% or 5%
leg damage = reduce walk/run speed by 2% or 5%



This means that all your characters should have balanced moves that can damage all the parameters, otherwise the game might be broken with certain characters and unplayable for others.
Title: Re: World Arena project
Post by: nedflandeurse on June 10, 2016, 09:31:59 AM
Yes, it's obvious to me :)

Perhaps some enemies in Wrestling mode will be specialists of attacks aiming the legs or somewhere else.

Anyway, I will not really try to develop this, since I have no existing code base to use for the moment.
Title: Re: World Arena project
Post by: Miru on January 03, 2017, 06:09:57 PM
Damn, the sleeper hold is such a slick, crunchy attack.
Title: Re: World Arena project
Post by: nedflandeurse on January 06, 2017, 10:55:02 AM
Damn, the sleeper hold is such a slick, crunchy attack.

Thanks.
You're talking of Surfboard/ceiling hold, right?

Since the last year I don't have much time to progress on this game system.
But I would love to see it completed to actually start coding levels. (again, scripting is complex for me and I don't want to bother too much friends with awesome scripting/coding skills)
Sometimes, I'm asking myself if I should not consider hire someone to complete the game system features.
If it was already done, some beta demo would have been released.
I'll consider working again on it when I have some more time to struggle into scripting/coding :)
Title: Re: World Arena project
Post by: msmalik681 on January 06, 2017, 05:38:23 PM
you can find basics for c programming tutorials on youtube I found them very helpful.

there is nothing more rewarding then writing a code and it working the way you wanted.
Title: Re: World Arena project
Post by: nedflandeurse on January 07, 2017, 01:03:51 PM
Thanks Malik
c coding seems very hard to me.
I tried a bit in the past and where discouraged fastly.
I'm artist/litterary type, and maths/sciences have always been a weakness to me.
but I'll try again.
Title: Re: World Arena project
Post by: nedflandeurse on January 09, 2017, 10:35:14 AM
Some news,
for those who looked at my help last thread.
I tried to add some AI features based on enemy's life level.
It was a total failure, so I'll give up on it. My IRL life already kills me, I don't need more trouble. I'll go back to some basic stuffs.

Last thing implemented, ring climbing system, with the help of you guys, particularly Bloodbane. It's working, but for the moment it is a jump anim.
very slow, bad looking, It's even better to actually jump, but...

I'm coding an antiair throw for Rachel.
Spriting it from scratch takes me some time, but this is where I'm good. Not tryining to script stuffs :)

Next step will be trying to create turnbuckle climb system
Then irish whip/ropes interaction. I have some idea about how it can be done.
I'll do it later.

I did some crappy temp preview of the regular+unlocked heroes select screen.
It will be for the World Tour/world Arena mode (not wrestling modes)

(http://i.imgur.com/v89HWWj.jpg)
wrestlers/grapplers (in all modes)
-Rachel
-Aaron
-Kisarah (Haters will hate)
-Vortz (I like this big guy from Tuff E Nuff!)

Street Brawlers/Martial Artists
-Long (Highly inspired by Hiryu no Ken's Ryuhi)
-Soo-Yun (Based on Yungmie from Karnov series, NOT Suiko Enbu's ugly sprite set)
-Street Brawler (based on PI Keith Wayne)
-Ryoko (Ryoko Kano from Karnov series) (And yes she's a grappler as well, but...)

Other hidden characters (with a simplier game system)
-Some of the bosses.
-Some of the other wrestlers.

The idea is to have Rachel and Aaron at start then unlocking Kisarah and Vortz for all modes.
All the other characters will be unlocked later and be playable in non-wrestling modes.

So, for the moment, I'm still fixing Rachel (my template)
She have the more complex and advanced system.
Once done, she can be used to create all the other entities.

Aaron will have a more advanced grapple system, but nothing I cannot code, so no problem.

Kisarah will be very easy to code/sprite, because her system is simple and AODK provides all the elements needed for my game system. Grapple, 3D move, walk...

Vortz will be a bit hard to sprite, but he will not have a lot of sprites.
And I definitly want to have this grappler in my game.

All the street brawlers/martial artists will be easy as well. (simple system, good base)
Title: Re: World Arena project
Post by: John_Kuey on January 09, 2017, 10:49:26 PM
So you did make Vortz's sprite larger without it being too obscene. I'm admiring your progress so far.

Looking forward to playing as Vortz the most.
Title: Re: World Arena project
Post by: Don Vecta on January 10, 2017, 02:08:03 AM
Nice, Ryoko.

Actually, you could try to blend her with the Ryoko from World Heroes to have a very complete judo experience, I love both. :P
Title: Re: World Arena project
Post by: O Ilusionista on January 10, 2017, 07:59:28 AM
Man, I love all of this :)
\
Quote
I tried to add some AI features based on enemy's life level.
It was a total failure, so I'll give up on it.

Check my reply there :)
Title: Re: World Arena project
Post by: nedflandeurse on January 10, 2017, 08:35:21 AM
So you did make Vortz's sprite larger without it being too obscene. I'm admiring your progress so far.

Looking forward to playing as Vortz the most.

Yes! I like Vortz, even if back in time I was mostly a Syo/Zazi Player, I developped now an interest for heavy powerful grapplers (and very fast small characters as well)

Vortz sprites will be based on this guy sprites
http://www.vgmuseum.com/end/arcade/d/bkd9f.htm (http://www.vgmuseum.com/end/arcade/d/bkd9f.htm)

But I'll definitly use some of Vortz sprites for the most emblematic moves he have.
Thanks to rotsprite it will not need a lot of work (out of taking of his shirt)

Nice, Ryoko.

Actually, you could try to blend her with the Ryoko from World Heroes to have a very complete judo experience, I love both. :P

At the start it was going to be WH's Ryoko.
Then I changed my mind because Karnov's version is more like a traditionnal Judo character.
Anyway, I will use some of her moves as well.

Man, I love all of this :)
\
Quote
I tried to add some AI features based on enemy's life level.
It was a total failure, so I'll give up on it.

Check my reply there :)

Thanks buddy!
Checked! I think this is not the moment to give up :)

I knew you would like it, by the memories of what you did for Mugen community, I can say you like several fighting games, (and games in general), not only the general StreetFighter-Kof-SOR-FinalFight mainstream stuff ;)
Title: Re: World Arena project
Post by: nedflandeurse on January 10, 2017, 03:23:24 PM
Some fun stuff I'm experimenting.
Chair interaction. (sprited from scratch)
For the moment it works like rolling barells.
(http://i.imgur.com/I0SdBLX.jpg)
But I would love to make some more advanced interaction:
-It have a very small level of "life" (can take a couple of hits before to break)
-make it slide a bit (multiple times until the chair life is 0)
-when life 0 is reached it disapears and spawns a chair item to pick up (weapon)
-if someone is hit (pain anim - not falling) and have the chair in the back, they will land dizzy, sitting on chair.
-chair can be stopped by walls and other obstacles
...

I'm thinking on ropes as well.
The idea would be to replicate interactive ropes from wrestling games.
Title: Re: World Arena project
Post by: Don Vecta on January 11, 2017, 02:07:27 AM
That sounds fun!

Also, for Ryoko, see if you can use the WH Ryoko's voice (it's sweeter and nicer than Kano's), just my opinion, hehe... :P
Title: Re: World Arena project
Post by: nedflandeurse on January 11, 2017, 05:48:46 AM
That sounds fun!

Also, for Ryoko, see if you can use the WH Ryoko's voice (it's sweeter and nicer than Kano's), just my opinion, hehe... :P

Yes, I'm pretty OK with that.
Even if ADK games's voices are pretty bad in term of audio quality (reverbate/echo)

It's a little early to really decide it, but Ryoko will certainly have a brand new voiceset.
Same for Kisarah (One sure thing is I will not use her horrible NGBC girly voice)

Will be the same for Vortz since his voiceset is very limited and his 16bits digit voice is very strange.
Title: Re: World Arena project
Post by: nedflandeurse on January 11, 2017, 07:16:49 PM
Some test with turnbuckle climbing.
Don't "freakout", for the moment, it's only a platform, and I'm doing a taunt on top of it.
(http://i.imgur.com/BRY9RiD.jpg)

But the idea would be to make it interactive.
Perhaps by editing ladders script.
or a variation of ring climbing code

I would love to have 2 possible interactions.
-If player is hit and have the turnbuckle in the back, he will go to a custom dizzy anim.
-if you run to turnbuckle, you go to turnbuckle stand anim then you can cancel to :
      -homing dive attack
      -homing drop attack

I think I'm in a period of time, where I try a lot of stuffs to be sure at least few of them will be implemented in the game. I'm still adding a lot of features to the "rejected" list.
No possible with my openbor build or too complex to script or script not working :)

Also, since I'm thinking about ropes as well.
Do you know guys a way to make entity capable of going through walls during certain frames of an animation?
Title: Re: World Arena project
Post by: nedflandeurse on April 11, 2017, 06:47:51 AM
Hiatus for the moment.
Don't except something for a moment.
Since I cannot code even simple stuffs like stacked up platforms/walls.

I might get back when I have more time
suggestions are still welcome.
Title: Re: World Arena project
Post by: Kurisu on April 11, 2017, 09:12:48 AM
That's bad, but I know how hard it is to make something so complex like that.
Title: Re: World Arena project
Post by: O Ilusionista on April 11, 2017, 10:28:53 AM
Hiatus for the moment.
Don't except something for a moment.
Since I cannot code even simple stuffs like stacked up platforms/walls.

I might get back when I have more time
suggestions are still welcome.

I know your feeling. But remember we are here to help, whenever is possible.
Title: Re: World Arena project
Post by: nedflandeurse on April 12, 2017, 07:29:20 AM
Thanks
Title: Re: World Arena project
Post by: Jeremiah Cuff on April 12, 2017, 12:31:22 PM
I think your content for this wrestling type mod is very awesome Nedflanderurse, I hope that I get a chance to check it out once you get everything situated on this epic mod. You're in good hands my friend.
Title: Re: World Arena project
Post by: D@rin on April 12, 2017, 10:44:55 PM
Hiatus for the moment.
Don't except something for a moment.
Since I cannot code even simple stuffs like stacked up platforms/walls.

I might get back when I have more time
suggestions are still welcome.

Sad to hear, but I respect you and your decisions!!
Title: Re: World Arena project
Post by: nsw25 on April 12, 2017, 10:48:26 PM
could you release a gameplay video to showcase what you had achieved thus far ? keen to see it all in motion.

And as Bloodbane said before you could always change the arena to a cage or something if you cant get the ropes to work out.